Merge remote-tracking branch 'origin/Importer' into Animations
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Entities/RenderingWorld.xml # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Skeleton.cpp
This commit is contained in:
@@ -7,6 +7,7 @@
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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#include "imgui/imgui.h"
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class DrawColorCorrectionPass
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{
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@@ -16,14 +17,13 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_ColorCorrectionProgram;
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Model* m_ScreenQuad;
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GLfloat m_Exposure;
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};
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#endif
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@@ -35,8 +35,8 @@ private:
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(std::shared_ptr<ModelJob>& job);
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void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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@@ -53,6 +53,14 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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};
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#endif
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@@ -15,7 +15,7 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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@@ -25,27 +25,23 @@ class IRenderer
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{
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public:
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GLFWwindow* Window() const { return m_Window; }
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//Returns screensize including window border and header
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//Returns screen size including window border and header
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Rectangle Resolution() const { return m_Resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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virtual void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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bool Fullscreen() { return m_Fullscreen; }
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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//Returns screensize excluding window border and header
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Rectangle GetViewPortSize() const { return m_ViewPortWidth; }
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void SetViewPortSize(const Rectangle& viewportWidth) { m_ViewPortWidth = viewportWidth; }
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virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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//Returns screen size excluding window border and header
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Rectangle GetViewportSize() const { return m_ViewportSize; }
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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World* m_World; //Temp world, untill viktor merge.
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protected:
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
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Rectangle m_ViewportSize = Rectangle::Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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int m_GLVersion[2];
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@@ -14,11 +14,11 @@ private:
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public:
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~Model();
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const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
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const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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bool isSkined() const { return m_RawModel->isSkined; }
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bool isSkined() const { return m_RawModel->isSkined(); }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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@@ -14,39 +14,98 @@
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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: RenderJob()
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{
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Model = model;
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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DiffuseTexture = matGroup.Texture.get();
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} else {
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DiffuseTexture = nullptr;
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture = matGroup.NormalMap.get();
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} else {
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NormalTexture = nullptr;
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture = matGroup.SpecularMap.get();
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} else {
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SpecularTexture = nullptr;
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture = matGroup.IncandescenceMap.get();
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} else {
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IncandescenceTexture = nullptr;
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}
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DiffuseColor = matGroup.DiffuseColor;
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SpecularColor = matGroup.SpecularColor;
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IncandescenceColor = matGroup.IncandescenceColor;
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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ModelID = model->ResourceID;
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Type = matProp.type;
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::RawModel::MaterialBasic* matGroup = matProp.material;
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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if (Model->isSkined()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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TextureID = 0;
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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if (Model->isSkined()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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DiffuseTexture.push_back(&singleTextures->ColorMap);
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture.push_back(&singleTextures->NormalMap);
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture.push_back(&singleTextures->SpecularMap);
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
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}
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}
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break;
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case ::RawModel::MaterialType::SplatMapping:
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{
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if (Model->isSkined()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = &SplatTextures->SplatMap;
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TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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for (auto& texture : SplatTextures->ColorMaps) {
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DiffuseTexture.push_back(&texture);
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}
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}
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if (modelComponent["NormalMap"]) {
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for (auto& texture : SplatTextures->NormalMaps) {
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NormalTexture.push_back(&texture);
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}
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}
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if (modelComponent["SpecularMap"]) {
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for (auto& texture : SplatTextures->SpecularMaps) {
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SpecularTexture.push_back(&texture);
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}
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}
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if (modelComponent["GlowMap"]) {
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for (auto& texture : SplatTextures->IncandescenceMaps) {
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IncandescenceTexture.push_back(&texture);
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}
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}
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}
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break;
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}
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DiffuseColor = matGroup->DiffuseColor;
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SpecularColor = matGroup->SpecularColor;
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IncandescenceColor = matGroup->IncandescenceColor;
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StartIndex = matGroup->StartIndex;
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EndIndex = matGroup->EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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@@ -89,13 +148,16 @@ struct ModelJob : RenderJob
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unsigned int TextureID;
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unsigned int ShaderID;
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unsigned int ModelID;
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::RawModel::MaterialType Type;
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* IncandescenceTexture;
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const ::RawModel::TextureProperties* SplatMap;
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std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
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std::vector<const ::RawModel::TextureProperties*> NormalTexture;
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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@@ -119,7 +181,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID;
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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}
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};
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@@ -40,6 +40,7 @@ private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_PickingProgram;
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ShaderProgram* m_PickingSkinnedProgram;
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Camera* m_Camera;
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struct PickingInfo
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@@ -46,8 +46,14 @@ public:
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glm::vec4 BoneIndices;
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glm::vec4 BoneWeights;
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};
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struct TextureProperties {
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std::string TexturePath;
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glm::vec2 UVRepeat;
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std::shared_ptr<::Texture> Texture;
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};
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struct MaterialGroup
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struct MaterialBasic
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{
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float SpecularExponent;
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float ReflectionFactor;
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@@ -57,60 +63,90 @@ public:
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unsigned int StartIndex;
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unsigned int EndIndex;
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//float Transparency;
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std::string TexturePath;
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std::shared_ptr<::Texture> Texture;
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std::string NormalMapPath;
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std::shared_ptr<::Texture> NormalMap;
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std::string SpecularMapPath;
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std::shared_ptr<::Texture> SpecularMap;
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std::string IncandescenceMapPath;
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std::shared_ptr<::Texture> IncandescenceMap;
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};
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struct MaterialSplatMapping : public MaterialBasic
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{
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TextureProperties SplatMap;
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std::vector<TextureProperties> ColorMaps;
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std::vector<TextureProperties> NormalMaps;
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std::vector<TextureProperties> SpecularMaps;
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std::vector<TextureProperties> IncandescenceMaps;
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};
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struct MaterialSingleTextures : public MaterialBasic
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{
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TextureProperties ColorMap;
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TextureProperties NormalMap;
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TextureProperties SpecularMap;
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TextureProperties IncandescenceMap;
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};
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enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
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struct MaterialProperties {
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MaterialType type;
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MaterialBasic* material;
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};
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const Vertex* Vertices() const {
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if (isSkined) {
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if (hasSkin) {
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return m_SkinedVertices.data();
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} else {
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return m_Vertices.data();
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}
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};
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unsigned int VertexSize() const {
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if (hasSkin) {
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return sizeof(SkinedVertex);
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}
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else {
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return sizeof(Vertex);
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}
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};
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unsigned int NumVertices() const {
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if (isSkined) {
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if (hasSkin) {
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return m_SkinedVertices.size();
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} else {
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return m_Vertices.size();
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}
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};
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std::vector<MaterialGroup> MaterialGroups;
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bool isSkined;
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bool isSkined() const { return hasSkin; };
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std::vector<MaterialProperties> m_Materials;
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std::vector<unsigned int> m_Indices;
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Skeleton* m_Skeleton = nullptr;
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glm::mat4 m_Matrix;
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private:
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bool hasSkin;
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std::vector<Vertex> m_Vertices;
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std::vector<SkinedVertex> m_SkinedVertices;
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void ReadMeshFile(std::string filePath);
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void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadMeshFileHeader(std::size_t& offset, char* fileData);
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void ReadMesh(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadVertices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadIndices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialFile(std::string filePath);
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void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadAnimationFile(std::string filePath);
|
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void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
|
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void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
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void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
|
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void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
|
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void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
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void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
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void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
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void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
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void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
|
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|
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//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
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};
|
||||
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||||
@@ -26,6 +26,7 @@ struct RenderScene
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
glm::vec4 AmbientColor;
|
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|
||||
void Clear()
|
||||
{
|
||||
@@ -40,6 +41,9 @@ struct RenderScene
|
||||
struct RenderFrame
|
||||
{
|
||||
public:
|
||||
//TODO: Getters
|
||||
GLfloat Gamma = 2.2f;
|
||||
GLfloat Exposure = 1.f;
|
||||
|
||||
void Add(RenderScene &scene)
|
||||
{
|
||||
|
||||
@@ -47,7 +47,6 @@ private:
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||
bool isChildOfACamera(EntityWrapper entity);
|
||||
bool isChildOfCurrentCamera(EntityWrapper entity);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
|
||||
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user