Merge branch 'MemoryOptimization' into Importer
# Conflicts: # include/Engine/Rendering/Model.h # src/Engine/Collision/Collision.cpp # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Collision/TriggerSystem.cpp # src/Game/Systems/SpawnerSystem.cpp
This commit is contained in:
@@ -37,7 +37,7 @@ void AnimationSystem::CreateBlendTrees()
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continue;;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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continue;
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}
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@@ -79,7 +79,7 @@ void AnimationSystem::UpdateAnimations(double dt)
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continue;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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continue;
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}
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@@ -177,7 +177,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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LOG_ERROR("%s, RootNode skeleton invalid %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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@@ -300,7 +300,7 @@ bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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return false;
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}
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@@ -331,7 +331,7 @@ bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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return false;
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}
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@@ -22,7 +22,7 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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return;
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}
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@@ -130,7 +130,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
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return HasActiveBlendJob();
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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m_BlendQueue.pop_front();
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return HasActiveBlendJob();
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@@ -173,7 +173,7 @@ std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
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return nullptr;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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return nullptr;
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}
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@@ -26,7 +26,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if(skeleton == nullptr) {
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return;
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@@ -624,7 +624,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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} else {
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} else if (modelJob->Skeleton != nullptr) {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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@@ -2,8 +2,10 @@
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Model::Model(std::string fileName)
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{
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//fileName = "Models/Core/ScreenQuad.mesh";
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//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
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m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
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auto m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
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//throw FailedLoadingException("Test");
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for (auto& materialProperty : m_RawModel->m_Materials) {
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switch (materialProperty.type) {
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@@ -99,14 +101,24 @@ Model::Model(std::string fileName)
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
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const auto& v = m_RawModel->Vertices()[i];
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mini = glm::min(mini, v.Position);
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maxi = glm::max(maxi, v.Position);
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}
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m_Box = AABB(mini, maxi);
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//m_Skeleton = m_RawModel->m_Skeleton;
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delete m_RawModel->m_Skeleton;
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m_Materials = m_RawModel->m_Materials;
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//m_Indices = m_RawModel->m_Indices;
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m_IsSkinned = m_RawModel->IsSkinned();
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// Copy vertex positions for collisions later
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for (auto& v : m_RawModel->m_Vertices) {
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//m_Vertices.push_back(v.Position);
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}
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ResourceManager::Release("RawModel", fileName);
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}
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Model::~Model()
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@@ -115,7 +115,7 @@ void PickingPass::Draw(RenderScene& scene)
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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} else {
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} else if (modelJob->Skeleton != nullptr) {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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@@ -572,12 +572,13 @@ const RawModelCustom::Vertex* RawModelCustom::ConstructCollisionList()
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RawModelCustom::~RawModelCustom()
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{
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if (m_Skeleton != nullptr) {
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delete m_Skeleton;
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}
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for (auto material : m_Materials) {
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delete material.material;
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}
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// Ownership of skeleton and materials get transferred to Model
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// if (m_Skeleton != nullptr) {
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// delete m_Skeleton;
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// }
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//for (auto material : m_Materials) {
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// delete material.material;
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//}
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}
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#endif
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@@ -259,7 +259,7 @@ void ShadowPass::Draw(RenderScene & scene)
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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} else {
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} else if (modelJob->Skeleton != nullptr) {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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