Files
axyz/include/Engine/Rendering/ModelJob.h
T
2016-03-13 14:47:11 +01:00

159 lines
4.8 KiB
C++

#ifndef ModelJob_h__
#define ModelJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/TransformSystem.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "BlendTree.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
: RenderJob()
{
Model = model;
ModelID = model->ResourceID;
Type = matProp.type;
::RawModel::MaterialBasic* matGroup = matProp.material;
ShaderID = matProp.ShaderID;
switch(matProp.type){
case ::RawModel::MaterialType::Basic:
TextureID = 0;
break;
case ::RawModel::MaterialType::SingleTextures:
{
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture.push_back(&singleTextures->ColorMap);
}
if (modelComponent["NormalMap"]) {
NormalTexture.push_back(&singleTextures->NormalMap);
}
if (modelComponent["SpecularMap"]) {
SpecularTexture.push_back(&singleTextures->SpecularMap);
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
}
}
break;
case ::RawModel::MaterialType::SplatMapping:
{
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap;
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
for (auto& texture : SplatTextures->ColorMaps) {
DiffuseTexture.push_back(&texture);
}
}
if (modelComponent["NormalMap"]) {
for (auto& texture : SplatTextures->NormalMaps) {
NormalTexture.push_back(&texture);
}
}
if (modelComponent["SpecularMap"]) {
for (auto& texture : SplatTextures->SpecularMaps) {
SpecularTexture.push_back(&texture);
}
}
if (modelComponent["GlowMap"]) {
for (auto& texture : SplatTextures->IncandescenceMaps) {
IncandescenceTexture.push_back(&texture);
}
}
}
break;
}
DiffuseColor = matGroup->DiffuseColor;
SpecularColor = matGroup->SpecularColor;
IncandescenceColor = matGroup->IncandescenceColor;
StartIndex = matGroup->StartIndex;
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
Shadow = shadow;
FillColor = fillColor;
FillPercentage = fillPercentage;
IsShielded = isShielded;
if (model->IsSkinned()) {
Skeleton = Model->m_Skeleton;
if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
}
}
}
};
unsigned int TextureID;
unsigned int ShaderID;
unsigned int ModelID;
::RawModel::MaterialType Type;
EntityID Entity;
glm::mat4 Matrix;
const ::RawModel::TextureProperties* SplatMap;
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
float GlowIntensity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
bool Shadow;
void CalculateHash() override
{
Hash = TextureID;
Hash += ModelID << 10;
Hash += ShaderID << 20;
}
};
#endif