mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
small bugfixes
This commit is contained in:
@@ -52,6 +52,7 @@ namespace vb01{
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Root *root=Root::getSingleton();
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Node *rootNode=root->getRootNode();
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std::vector<Node*> descendants;
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rootNode->getDescendants(rootNode, descendants);
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std::vector<Material*> materials;
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Camera *cam=root->getCamera();
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int thisId=-1;
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@@ -143,16 +144,9 @@ namespace vb01{
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shader->setVec3(color,"light["+to_string(thisId)+"].color");
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shader->setFloat(nearPlane,"light["+to_string(thisId)+"].near");
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shader->setFloat(farPlane,"light["+to_string(thisId)+"].far");
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shader->setInt(0,"diffuseMap");
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shader->setInt(1,"normalMap");
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shader->setInt(2,"specularMap");
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shader->setInt(3,"parallaxMap");
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shader->setInt(4,"environmentMap");
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shader->setInt(5,"light["+to_string(thisId)+"].depthMapCube");
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shader->setInt(6,"light["+to_string(thisId)+"].depthMap");
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depthMap->select(type==POINT?5:6);
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/*
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*/
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switch(type){
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case POINT:
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@@ -1,23 +1,3 @@
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#include"box.h"
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#include"camera.h"
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#include"light.h"
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#include"material.h"
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#include"mesh.h"
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#include"model.h"
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#include"node.h"
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#include"particleEmitter.h"
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#include"quad.h"
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#include"quaternion.h"
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#include"rectangle.h"
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#include"root.h"
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#include"shader.h"
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#include"stb_image.h"
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#include"text.h"
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#include"texture.h"
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#include"util.h"
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#include"vector.h"
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#include"waterPlane.h"
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int main(){
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return 0;
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}
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@@ -61,6 +61,12 @@ namespace vb01{
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shader->setVec4(diffuseColor,"diffuseColor");
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}
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if(texturingEnabled){
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shader->setInt(0,"diffuseMap");
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shader->setInt(1,"normalMap");
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shader->setInt(2,"specularMap");
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shader->setInt(3,"parallaxMap");
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shader->setInt(4,"environmentMap");
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for(Texture *t : diffuseMapTextures)
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t->update(0);
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for(Texture *t : normalMapTextures)
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+11
-13
@@ -74,8 +74,8 @@ namespace vb01{
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VbModelReader::~VbModelReader(){
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}
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void VbModelReader::readBones(vector<string> &meshData, Skeleton *skeleton, int boneStartLine, int numBones){
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meshData.clear();
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void VbModelReader::readBones(Skeleton *skeleton, int boneStartLine, int numBones){
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vector<string> meshData;
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readFile(path, meshData, boneStartLine, boneStartLine + numBones);
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vector<string> ikRelationships;
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@@ -131,12 +131,12 @@ namespace vb01{
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}
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}
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void VbModelReader::readAnimations(vector<string> &meshData, Skeleton *skeleton, int animationStartLine, int endLine){
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void VbModelReader::readAnimations(Skeleton *skeleton, int animationStartLine, int endLine){
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AnimationController *controller = skeleton->getAnimationController();
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string animName = "";
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Bone *animBone = nullptr;
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Animation::KeyframeGroup::KeyframeChannel::Type type;
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meshData.clear();
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vector<string> meshData;
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readFile(path, meshData, animationStartLine, endLine + 1);
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for(string l : meshData){
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@@ -225,14 +225,13 @@ namespace vb01{
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Skeleton *skeleton = new Skeleton(name);
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skeletons.push_back(skeleton);
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readBones(meshData, skeleton, boneStartLine, numBones);
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readBones(skeleton, boneStartLine, numBones);
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readAnimations(meshData, skeleton, animationStartLine, endLine);
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readAnimations(skeleton, animationStartLine, endLine);
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}
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void VbModelReader::readVertices(
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vector<string> &meshData,
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vector<Vector3> &vertPos,
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vector<Vector3> &vertNorm,
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vector<float> &vertWeights,
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@@ -240,7 +239,7 @@ namespace vb01{
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int numVertices,
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int numBones
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){
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meshData.clear();
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vector<string> meshData;
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readFile(path, meshData, vertexStartLine, vertexStartLine + numVertices);
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for(string line : meshData){
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int numData = 6 + numBones;
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@@ -257,7 +256,6 @@ namespace vb01{
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}
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void VbModelReader::readFaces(
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vector<string> &meshData,
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vector<Vector3> &vertPos,
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vector<Vector3> &vertNorm,
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vector<float> &vertWeights,
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@@ -269,7 +267,7 @@ namespace vb01{
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u32 *indices
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){
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int i = 0;
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meshData.clear();
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vector<string> meshData;
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readFile(path, meshData, faceStartLine, faceStartLine + numFaces * numVertsPerFace);
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for(string line : meshData){
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int numData = 9;
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@@ -352,11 +350,11 @@ namespace vb01{
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groups[i] = meshData[i];
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}
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readVertices(meshData, vertPos, vertNorm, vertWeights, vertexGroupStartLine, numVertices, numBones);
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readFaces(meshData, vertPos, vertNorm, vertWeights, faceStartLine, numFaces, numVertsPerFace, numBones, vertices, indices);
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readVertices(vertPos, vertNorm, vertWeights, vertexStartLine, numVertices, numBones);
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readFaces(vertPos, vertNorm, vertWeights, faceStartLine, numFaces, numVertsPerFace, numBones, vertices, indices);
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meshData.clear();
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readFile(path, meshData, shapeKeyStartLine, shapeKeyStartLine + numShapes);
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for(int i = 0; i < numShapes; i++){
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}
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+4
-4
@@ -17,11 +17,11 @@ namespace vb01{
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VbModelReader(Model*, std::string);
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~VbModelReader();
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private:
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void readBones(std::vector<std::string>&, Skeleton*, int, int);
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void readAnimations(std::vector<std::string>&, Skeleton*, int, int);
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void readBones(Skeleton*, int, int);
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void readAnimations(Skeleton*, int, int);
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void readSkeletons(int, int);
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void readVertices(std::vector<std::string>&, std::vector<Vector3>&, std::vector<Vector3>&, std::vector<float>&, int, int, int);
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void readFaces(std::vector<std::string>&, std::vector<Vector3>&, std::vector<Vector3>&, std::vector<float>&, int, int, int, int, Mesh::Vertex*, u32*);
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void readVertices(std::vector<Vector3>&, std::vector<Vector3>&, std::vector<float>&, int, int, int);
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void readFaces(std::vector<Vector3>&, std::vector<Vector3>&, std::vector<float>&, int, int, int, int, Mesh::Vertex*, u32*);
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void readMeshes(int, int);
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void readLights(int, int);
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