Models now get a standard normal and specular map if they dont have one
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Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.7 KiB |
@@ -303,7 +303,7 @@ public:
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
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}
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}
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@@ -351,7 +351,7 @@ public:
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}
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//TODO: Get this out of engine.h
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
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{
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for (auto texGroup : model->TextureGroups)
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{
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@@ -366,6 +366,7 @@ public:
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.fileName = fileName;
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m_RendererQueue.Deferred.Add(job);
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}
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@@ -52,6 +52,8 @@ struct ModelJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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std::string fileName;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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@@ -76,6 +76,8 @@ private:
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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@@ -113,6 +113,8 @@ void dd::Renderer::CreateBuffers()
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m_ScreenQuad = CreateQuad();
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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@@ -321,14 +323,23 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
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if (modelJob->NormalTexture != 0) {
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if (modelJob->NormalTexture != 0 && false) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
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} else {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
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}
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if (modelJob->SpecularTexture != 0) {
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if (modelJob->SpecularTexture != 0 && false) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
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}
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else {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
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}
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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@@ -116,7 +116,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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model->ModelFile = "Models/Test/Brick/Brick.obj";
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float x = spaceToEdge + line * spacesBetweenBricks.x;
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float y = spaceToEdge + row * spacesBetweenBricks.y;
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transform->Scale = glm::vec3(1.6, 0.2, 0.5);
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transform->Scale = glm::vec3(1.6, 0.35, 0.5);
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transform->Position = glm::vec3(x - 7, y + 1, -10.f);
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m_World->CommitEntity(brick);
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return;
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@@ -199,7 +199,7 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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