Files
axyz/include/Engine/Rendering/Model.h
T
Teejoon 92ab22e779 Splatmapping now working.
Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.

All materials with a texture has a UVRepeat, telling how many time to till in U and in V.

modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture

MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00

36 lines
892 B
C++

#ifndef Model_h__
#define Model_h__
#include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
class Model : public ThreadUnsafeResource
{
friend class ResourceManager;
private:
Model(std::string fileName);
public:
~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
bool isSkined() const { return m_RawModel->isSkined(); }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
private:
GLuint VertexBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
GLuint TextureCoordBuffer;
};
#endif