f632b45c9b
# 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
165 lines
4.9 KiB
C++
165 lines
4.9 KiB
C++
#ifndef ModelJob_h__
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#define ModelJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/TransformSystem.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "BlendTree.h"
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: RenderJob()
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{
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Model = model;
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ModelID = model->ResourceID;
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Type = matProp.type;
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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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case ::RawModel::MaterialType::Basic:
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TextureID = 0;
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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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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if (modelComponent["DiffuseTexture"]) {
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DiffuseTexture.push_back(&singleTextures->ColorMap);
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture.push_back(&singleTextures->NormalMap);
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture.push_back(&singleTextures->SpecularMap);
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
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}
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}
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break;
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case ::RawModel::MaterialType::SplatMapping:
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{
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = &SplatTextures->SplatMap;
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TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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for (auto& texture : SplatTextures->ColorMaps) {
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DiffuseTexture.push_back(&texture);
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}
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}
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if (modelComponent["NormalMap"]) {
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for (auto& texture : SplatTextures->NormalMaps) {
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NormalTexture.push_back(&texture);
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}
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}
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if (modelComponent["SpecularMap"]) {
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for (auto& texture : SplatTextures->SpecularMaps) {
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SpecularTexture.push_back(&texture);
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}
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}
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if (modelComponent["GlowMap"]) {
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for (auto& texture : SplatTextures->IncandescenceMaps) {
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IncandescenceTexture.push_back(&texture);
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}
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}
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}
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break;
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}
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DiffuseColor = matGroup->DiffuseColor;
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SpecularColor = matGroup->SpecularColor;
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IncandescenceColor = matGroup->IncandescenceColor;
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StartIndex = matGroup->StartIndex;
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EndIndex = matGroup->EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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GlowIntensity = ((double)modelComponent["GlowIntensity"]);
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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Shadow = shadow;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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IsShielded = isShielded;
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if (world->HasComponent(Entity, "Unpickable")) {
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NotPickable = true;
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}
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if (model->IsSkinned()) {
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Skeleton = Model->m_Skeleton;
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if (Skeleton != nullptr) {
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EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
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if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
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BlendTree = Skeleton->BlendTrees.at(entityWrapper);
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}
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}
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}
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};
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unsigned int TextureID;
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unsigned int ShaderID;
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unsigned int ModelID;
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::RawModel::MaterialType Type;
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EntityID Entity;
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glm::mat4 Matrix;
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const ::RawModel::TextureProperties* SplatMap;
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std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
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std::vector<const ::RawModel::TextureProperties*> NormalTexture;
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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std::shared_ptr<::BlendTree> BlendTree = nullptr;
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float GlowIntensity = 8.0;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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glm::vec4 IncandescenceColor;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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bool Shadow;
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bool NotPickable = false;
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void CalculateHash() override
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{
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Hash = TextureID;
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Hash += ModelID << 10;
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Hash += ShaderID << 20;
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}
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};
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#endif |