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1 Commits
| Author | SHA1 | Date | |
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| e000408593 |
@@ -4,11 +4,11 @@
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#include "../GLM.h"
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#include "../GLM.h"
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#include "World.h"
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#include "World.h"
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#include "EntityWrapper.h"
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#include "EntityWrapper.h"
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#include "System.h"
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namespace Transform
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namespace Transform
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{
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{
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glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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@@ -20,16 +20,6 @@ glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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class ClearCache : public ImpureSystem
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{
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public:
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ClearCache(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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}
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}
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#endif
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#endif
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@@ -26,24 +26,13 @@ struct ModelJob : RenderJob
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ModelID = model->ResourceID;
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ModelID = model->ResourceID;
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Type = matProp.type;
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Type = matProp.type;
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::RawModel::MaterialBasic* matGroup = matProp.material;
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::RawModel::MaterialBasic* matGroup = matProp.material;
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ShaderID = matProp.ShaderID;
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switch(matProp.type){
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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case ::RawModel::MaterialType::Basic:
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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TextureID = 0;
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TextureID = 0;
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break;
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break;
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case ::RawModel::MaterialType::SingleTextures:
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case ::RawModel::MaterialType::SingleTextures:
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{
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{
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
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::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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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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if (modelComponent["DiffuseTexture"]) {
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@@ -65,12 +54,6 @@ struct ModelJob : RenderJob
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break;
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break;
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case ::RawModel::MaterialType::SplatMapping:
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case ::RawModel::MaterialType::SplatMapping:
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{
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{
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = &SplatTextures->SplatMap;
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SplatMap = &SplatTextures->SplatMap;
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@@ -18,6 +18,7 @@
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#include "../Core/ResourceManager.h"
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#include "../Core/ResourceManager.h"
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#include "Texture.h"
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#include "Texture.h"
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#include "Skeleton.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "boost\endian\buffers.hpp"
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#include "boost\endian\buffers.hpp"
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@@ -87,6 +88,7 @@ public:
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struct MaterialProperties {
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struct MaterialProperties {
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MaterialType type;
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MaterialType type;
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MaterialBasic* material;
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MaterialBasic* material;
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unsigned int ShaderID = 0;
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};
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};
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const Vertex* Vertices() const {
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const Vertex* Vertices() const {
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@@ -621,7 +621,7 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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ComponentWrapper& cAABB = entity["AABB"];
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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} else if (entity.HasComponent("Model")) {
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const std::string& res = entity["Model"]["Resource"];
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std::string res = entity["Model"]["Resource"];
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if (res.empty()) {
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if (res.empty()) {
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return boost::none;
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return boost::none;
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}
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}
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@@ -638,7 +638,7 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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return boost::none;
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return boost::none;
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}
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}
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glm::mat4 modelMat = Transform::ModelMatrix(entity);
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glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
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glm::vec3 mini(INFINITY);
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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glm::vec3 maxi(-INFINITY);
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glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
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glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
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@@ -1,6 +1,16 @@
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#include "Core/Transform.h"
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#include "Core/Transform.h"
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static std::unordered_map<EntityWrapper, glm::mat4> MatrixCache;
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glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
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{
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glm::mat4 t = glm::mat4(1.f);
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while (entity.Valid()) {
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t = glm::translate((glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((glm::vec3&)entity["Transform"]["Scale"]) * t;
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entity = entity.Parent();
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}
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return t;
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}
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glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
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glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
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{
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{
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@@ -70,36 +80,24 @@ glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
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return scale;
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return scale;
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}
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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return ModelMatrix(entity.ID, entity.World);
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}
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glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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{
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{
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return ModelMatrix(EntityWrapper(world, entity));
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return AbsoluteTransformation(EntityWrapper(world, entity));
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//glm::vec3 position = Transform::AbsolutePosition(world, entity);
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//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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//return modelMatrix;
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}
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}
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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{
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{
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return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
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return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
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}
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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auto cacheIt = MatrixCache.find(entity);
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if (cacheIt != MatrixCache.end()) {
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return cacheIt->second;
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}
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ComponentWrapper cTransform = entity["Transform"];
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glm::mat4 t = glm::translate((const glm::vec3&)cTransform["Position"]) * glm::toMat4(glm::quat((const glm::vec3&)cTransform["Orientation"])) * glm::scale((const glm::vec3&)cTransform["Scale"]);
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EntityWrapper parent = entity.Parent();
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if (parent.Valid()) {
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t = ModelMatrix(parent) * t;
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}
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MatrixCache[entity] = t;
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return t;
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}
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void Transform::ClearCache::Update(double dt)
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{
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MatrixCache.clear();
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}
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@@ -148,14 +148,29 @@ void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, con
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case MaterialType::Basic:
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case MaterialType::Basic:
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newMaterialProperty.material = new MaterialBasic();
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newMaterialProperty.material = new MaterialBasic();
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ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
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ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
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if(hasSkin){
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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} else {
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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break;
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break;
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case MaterialType::SplatMapping:
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case MaterialType::SplatMapping:
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newMaterialProperty.material = new MaterialSplatMapping();
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newMaterialProperty.material = new MaterialSplatMapping();
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ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
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ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
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if (hasSkin){
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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} else {
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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break;
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break;
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case MaterialType::SingleTextures:
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case MaterialType::SingleTextures:
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newMaterialProperty.material = new MaterialSingleTextures();
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newMaterialProperty.material = new MaterialSingleTextures();
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ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
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ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
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if (hasSkin){
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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} else {
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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break;
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break;
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default:
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default:
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throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
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throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
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@@ -184,7 +184,7 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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}
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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bool outOfBodyExperience = false; // ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false); // APPARENTLY THIS IS REALLY SLOW
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (
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if (
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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+1
-4
@@ -42,6 +42,7 @@
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#include "Game/Systems/StartSystem.h"
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#include "Game/Systems/StartSystem.h"
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#include "Rendering/TextureSprite.h"
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#include "Rendering/TextureSprite.h"
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Game::Game(int argc, char* argv[])
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Game::Game(int argc, char* argv[])
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{
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{
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parseArgs(argc, argv);
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parseArgs(argc, argv);
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@@ -158,8 +159,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
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// Populate Octree with collidables
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// Populate Octree with collidables
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<Transform::ClearCache>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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@@ -175,8 +174,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<Transform::ClearCache>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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Reference in New Issue
Block a user