Fixed being able to draw sprites and normal/specular maps for terrain
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+35
-8
@@ -61,11 +61,24 @@ public:
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auto blendmapComponent = m_World->GetComponent<Components::BlendMap>(entity);
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if (blendmapComponent)
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{
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auto textureRed = ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRed);
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auto textureGreen = ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreen);
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auto textureBlue = ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlue);
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BlendMapTexture RedTexture;
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RedTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRed);
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RedTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRedNormal);
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RedTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRedSpecular);
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BlendMapTexture GreenTexture;
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GreenTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreen);
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GreenTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreenNormal);
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GreenTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreenSpecular);
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BlendMapTexture BlueTexture;
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BlueTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlue);
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BlueTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlueNormal);
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BlueTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlueSpecular);
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float textureRepeat = blendmapComponent->TextureRepeats;
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EnqueueBlendMapModel(modelAsset, textureRed, textureGreen, textureBlue, textureRepeat, modelMatrix);
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EnqueueBlendMapModel(modelAsset, RedTexture, GreenTexture, BlueTexture, textureRepeat, modelMatrix);
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}
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else
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{
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@@ -113,6 +126,13 @@ protected:
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std::shared_ptr<World> m_World;
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private:
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struct BlendMapTexture
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{
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GLuint Diffuse;
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GLuint Normal;
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GLuint Specular;
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};
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EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
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bool OnSetViewportCamera(const Events::SetViewportCamera &event)
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{
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@@ -157,7 +177,7 @@ private:
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}
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}
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void EnqueueBlendMapModel(Model* model, Texture* textureRed, Texture* textureGreen, Texture* textureBlue, float textureRepeat, glm::mat4 modelMatrix)
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void EnqueueBlendMapModel(Model* model, BlendMapTexture textureRed, BlendMapTexture textureGreen, BlendMapTexture textureBlue, float textureRepeat, glm::mat4 modelMatrix)
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{
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for (auto texGroup : model->TextureGroups)
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{
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@@ -166,9 +186,15 @@ private:
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job.DiffuseTexture = *texGroup.Texture;
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job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
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job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
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job.BlendMapTextureRed = (*textureRed);
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job.BlendMapTextureGreen = (*textureGreen);
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job.BlendMapTextureBlue = (*textureBlue);
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job.BlendMapTextureRed = textureRed.Diffuse;
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job.BlendMapTextureRedNormal = textureRed.Normal;
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job.BlendMapTextureRedSpecular = textureRed.Specular;
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job.BlendMapTextureGreen = textureGreen.Diffuse;
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job.BlendMapTextureGreenNormal = textureGreen.Normal;
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job.BlendMapTextureGreenSpecular = textureGreen.Specular;
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job.BlendMapTextureBlue = textureBlue.Diffuse;
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job.BlendMapTextureBlueNormal = textureBlue.Normal;
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job.BlendMapTextureBlueSpecular = textureBlue.Specular;
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job.TextureRepeat = textureRepeat;
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job.VAO = model->VAO;
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job.StartIndex = texGroup.StartIndex;
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@@ -188,6 +214,7 @@ private:
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RenderQueue.Forward.Add(job);
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}
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};
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}
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