Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
Conflicts: include/Engine/Rendering/RawModelCustom.h src/Engine/Rendering/RawModelCustom.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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@@ -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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@@ -128,25 +128,25 @@ private:
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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, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSingleTexture(MaterialSingleTextures* Material, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSplatMapping(MaterialSplatMapping* Material, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialTextureProperties(TextureProperties& texture, unsigned int &offset, char* fileData, 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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//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
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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Rectangle Viewport;
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bool ClearDepth = false;
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glm::vec4 AmbientColor;
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void Clear()
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{
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@@ -40,6 +41,9 @@ struct RenderScene
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struct RenderFrame
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{
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public:
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//TODO: Getters
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GLfloat Gamma = 2.2f;
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GLfloat Exposure = 1.f;
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void Add(RenderScene &scene)
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{
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@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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{
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_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
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_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error));
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return true;
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}
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