1 | #include "ResourceManager.h"
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2 | #include "Matrix4x4.h"
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3 | #include "Geometry.h"
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4 | #include "SceneEntity.h"
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5 | #include "Material.h"
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6 | #include "Texture.h"
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7 | #include "gzstream.h"
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8 | #include "Vector3.h"
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9 | #include "Transform3.h"
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10 | #include "Shape.h"
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11 | #include "LODInfo.h"
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12 | #include "RenderState.h"
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13 | #include "ShaderProgram.h"
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14 | #include "ShaderManager.h"
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15 |
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16 |
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17 | #ifdef _CRT_SET
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18 | #define _CRTDBG_MAP_ALLOC
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19 | #include <stdlib.h>
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20 | #include <crtdbg.h>
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21 |
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22 | // redefine new operator
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23 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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24 | #define new DEBUG_NEW
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25 | #endif
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26 |
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27 |
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28 | using namespace std;
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29 |
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30 |
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31 | namespace CHCDemoEngine
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32 | {
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33 |
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34 |
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35 | // only instance of the resource manager
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36 | ResourceManager *ResourceManager::sResourceManager = NULL;
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37 |
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38 |
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39 | ResourceManager::ResourceManager()
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40 | {
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41 | mUseNormalMapping = false;
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42 | mUseSpecialColors = false;
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43 | }
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44 |
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45 |
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46 | ResourceManager::~ResourceManager()
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47 | {
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48 | // delete all resources.
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49 | CLEAR_CONTAINER(mSceneEntities);
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50 | CLEAR_CONTAINER(mGeometry);
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51 | CLEAR_CONTAINER(mMaterials);
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52 | CLEAR_CONTAINER(mTextures);
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53 | CLEAR_CONTAINER(mTrafos);
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54 | CLEAR_CONTAINER(mShapes);
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55 | }
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56 |
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57 |
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58 | void ResourceManager::DelSingleton()
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59 | {
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60 | DEL_PTR(sResourceManager);
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61 | }
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62 |
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63 |
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64 | SceneEntity *ResourceManager::LoadSceneEntity(igzstream &str)
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65 | {
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66 | bool hasTrafo;
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67 | str.read(reinterpret_cast<char *>(&hasTrafo), sizeof(bool));
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68 |
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69 | SceneEntity *sceneGeom;
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70 | Transform3 *trafo;
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71 |
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72 | if (!hasTrafo)
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73 | {
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74 | trafo = new Transform3(); // identity
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75 | }
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76 | else
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77 | {
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78 | Matrix4x4 m;
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79 | str.read(reinterpret_cast<char *>(m.x), sizeof(Matrix4x4));
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80 | trafo = new Transform3(m);
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81 | }
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82 |
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83 | mTrafos.push_back(trafo);
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84 |
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85 | sceneGeom = new SceneEntity(trafo);
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86 |
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87 |
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88 | ///////////////
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89 | //-- load LOD levels
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90 |
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91 | // note: lods must be ordered from smallest distance to largest
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92 | int numLODs;
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93 | str.read(reinterpret_cast<char *>(&numLODs), sizeof(int));
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94 |
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95 | for (int i = 0; i < numLODs; ++ i)
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96 | {
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97 | // the distance until the next LOD level is used
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98 | float dist;
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99 | str.read(reinterpret_cast<char *>(&dist), sizeof(float));
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100 |
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101 | int numShapes;
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102 | str.read(reinterpret_cast<char *>(&numShapes), sizeof(int));
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103 |
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104 | //LODLevel *lodLevel = new LODLevel(dist);
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105 | LODLevel lodLevel(dist);
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106 |
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107 | for (int j = 0; j < numShapes; ++ j)
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108 | {
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109 | int shapeId;
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110 | str.read(reinterpret_cast<char *>(&shapeId), sizeof(int));
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111 | cout<<"x";
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112 |
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113 | Geometry *geom = mGeometryTable[shapeId];
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114 | cout<<"y";
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115 |
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116 | Material *mat = mMaterialTable[shapeId];
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117 | cout<<"z";
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118 | // create shape
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119 | Shape *shape = new Shape(geom, mat);
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120 | cout<<"w";
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121 |
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122 | mShapes.push_back(shape);
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123 |
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124 | sceneGeom->AddShape(shape);
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125 | lodLevel.AddShape(shape);
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126 | }
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127 |
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128 | //mLODs.push_back(lodLevel);
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129 | sceneGeom->AddLODLevel(lodLevel);
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130 | }
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131 |
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132 |
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133 | static ShaderProgram *sTreeAnimationProgram =
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134 | ShaderManager::GetSingleton()->GetShaderProgram("treeAnimation");
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135 | static ShaderProgram *sTreeAnimationProgramMrt =
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136 | ShaderManager::GetSingleton()->GetShaderProgram("treeAnimationMrt");
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137 |
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138 |
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139 | ///////////
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140 | //-- hack: add tree animation (should be done per material script!)
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141 |
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142 | if (numLODs > 1)
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143 | {
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144 | ShapeContainer::iterator sstart, send;
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145 |
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146 | // only use shader for the first two lod levels (the non-billboards)
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147 | for (int i = 0; i < min(numLODs, 2); ++ i)
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148 | //for (int i = 0; i < numLODs; ++ i)
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149 | {
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150 | sceneGeom->GetLODLevel(i, sstart, send);
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151 |
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152 | for (ShapeContainer::iterator it = sstart; it != send; ++ it)
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153 | {
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154 | Shape *shape = *it;
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155 |
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156 | Material *mat = shape->GetMaterial();
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157 |
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158 | // add the vertex animation program
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159 | for (int i = 0; i < 3; ++ i)
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160 | {
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161 | Technique *tech = mat->GetTechnique(i);
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162 |
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163 | GPUProgramParameters *vtxParams = tech->GetVertexProgramParameters();
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164 |
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165 | if (i == 0)
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166 | {
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167 | tech->SetVertexProgram(sTreeAnimationProgram);
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168 | vtxParams->SetLightDirParam(5);
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169 | }
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170 | else
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171 | {
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172 | tech->SetVertexProgram(sTreeAnimationProgramMrt);
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173 | vtxParams->SetOldTimerParam(5);
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174 | }
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175 |
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176 | /// use a timer to simulate the moving of the tree in the wind
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177 | vtxParams->SetTimerParam(0);
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178 |
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179 | // wind direction
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180 | static Vector3 windDir = Normalize(Vector3(0.8f, 0.2f, 0.0f));
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181 | vtxParams->SetValue3f(1, windDir.x, windDir.y, windDir.z);
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182 | // amplitude
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183 | vtxParams->SetValue1f(2, 0.3f);
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184 |
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185 | AxisAlignedBox3 box = sceneGeom->GetBoundingBox();
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186 | vtxParams->SetValue2f(3, box.Min().z, box.Max().z);
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187 | // frequency
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188 | vtxParams->SetValue1f(4, 0.1f);
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189 | }
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190 | }
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191 | }
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192 | }
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193 |
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194 | return sceneGeom;
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195 | }
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196 |
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197 |
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198 | void ResourceManager::LoadTextures(igzstream &str)
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199 | {
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200 | int numTextures;
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201 | str.read(reinterpret_cast<char *>(&numTextures), sizeof(int));
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202 |
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203 | for (int i = 0; i < numTextures; ++ i)
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204 | {
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205 | // load texture name
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206 | int texnameSize;
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207 | str.read(reinterpret_cast<char *>(&texnameSize), sizeof(int));
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208 |
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209 | char *texname = new char[texnameSize];
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210 | str.read(texname, sizeof(char) * texnameSize);
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211 |
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212 | Texture *tex = new Texture(model_path + texname);
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213 |
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214 | int boundS, boundT;
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215 |
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216 | str.read(reinterpret_cast<char *>(&boundS), sizeof(int));
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217 | str.read(reinterpret_cast<char *>(&boundT), sizeof(int));
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218 |
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219 | tex->SetBoundaryModeS(boundS);
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220 | tex->SetBoundaryModeT(boundT);
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221 |
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222 | tex->Create();
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223 |
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224 | mTextureTable[i] = tex;
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225 | mTextures.push_back(tex);
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226 |
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227 | delete [] texname;
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228 | }
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229 |
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230 | cout << "loaded " << (int)mTextureTable.size() << " textures" << endl;
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231 | }
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232 |
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233 | // mtt todo_ split that up
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234 | void ResourceManager::LoadShapes(igzstream &str)
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235 | {
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236 | int numShapes;
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237 | str.read(reinterpret_cast<char *>(&numShapes), sizeof(int));
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238 |
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239 | for (int i = 0; i < numShapes; ++ i)
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240 | {
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241 | Geometry *geom = LoadGeometry(str);
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242 | Material *mat = LoadMaterial(str);
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243 |
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244 | mGeometryTable[i] = geom;
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245 | mMaterialTable[i] = mat;
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246 |
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247 | mGeometry.push_back(geom);
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248 | mMaterials.push_back(mat);
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249 | }
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250 |
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251 | cout << "loaded " << (int)mGeometryTable.size() << " shapes" << endl;
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252 | }
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253 |
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254 |
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255 | Material *ResourceManager::LoadMaterial(igzstream &str)
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256 | {
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257 | // default material
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258 | Material *mat = new Material();
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259 |
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260 | // set default fragment + vertex programs
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261 | Technique *tech = mat->GetDefaultTechnique();
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262 |
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263 | // texture
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264 | int texId;
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265 | str.read(reinterpret_cast<char *>(&texId), sizeof(int));
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266 |
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267 | if (texId >= 0)
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268 | tech->SetTexture(mTextureTable[texId]);
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269 |
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270 | str.read(reinterpret_cast<char *>(&tech->mAlphaTestEnabled), sizeof(bool));
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271 | str.read(reinterpret_cast<char *>(&tech->mCullFaceEnabled), sizeof(bool));
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272 |
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273 | // gl material
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274 | bool hasGlMaterial;
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275 | str.read(reinterpret_cast<char *>(&hasGlMaterial), sizeof(bool));
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276 |
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277 | if (hasGlMaterial)
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278 | {
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279 | // only write rgb part of the material
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280 | str.read(reinterpret_cast<char *>(&tech->mAmbientColor), sizeof(Vector3));
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281 | str.read(reinterpret_cast<char *>(&tech->mDiffuseColor), sizeof(Vector3));
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282 | str.read(reinterpret_cast<char *>(&tech->mEmmisiveColor), sizeof(Vector3));
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283 | str.read(reinterpret_cast<char *>(&tech->mSpecularColor), sizeof(Vector3));
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284 | }
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285 |
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286 | if (mUseSpecialColors)
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287 | {
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288 | tech->mAmbientColor.r = tech->mAmbientColor.g = tech->mAmbientColor.b = 0.2f;
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289 | tech->mDiffuseColor.r = 0.7f; tech->mDiffuseColor.g = 0.5f; tech->mDiffuseColor.b = 0.2f;
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290 | }
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291 |
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292 |
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293 | ///////////////
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294 | //-- add technique for deferred shading
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295 |
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296 | static ShaderProgram *sDefaultFragmentProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentMrt");
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297 | static ShaderProgram *sDefaultFragmentTexProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("defaultFragmentTexMrt");
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298 | static ShaderProgram *sDefaultVertexProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("defaultVertexMrt");
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299 |
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300 | static ShaderProgram *sNormalMappingVertexProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("normalMappingVertexMrt");
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301 | static ShaderProgram *sNormalMappingFragmentProgramMrt = ShaderManager::GetSingleton()->GetShaderProgram("normalMappingFragmentMrt");
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302 |
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303 |
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304 | Technique *deferred = new Technique(*tech);
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305 |
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306 | if (mUseNormalMapping)
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307 | {
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308 | deferred->SetFragmentProgram(sNormalMappingFragmentProgramMrt);
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309 | deferred->SetVertexProgram(sNormalMappingVertexProgramMrt);
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310 | }
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311 | else
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312 | {
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313 | if (deferred->GetTexture())
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314 | deferred->SetFragmentProgram(sDefaultFragmentTexProgramMrt);
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315 | else
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316 | deferred->SetFragmentProgram(sDefaultFragmentProgramMrt);
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317 |
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318 | deferred->SetVertexProgram(sDefaultVertexProgramMrt);
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319 | }
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320 |
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321 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
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322 |
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323 | deferred->GetVertexProgramParameters()->SetModelMatrixParam(1);
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324 | deferred->GetVertexProgramParameters()->SetOldModelMatrixParam(2);
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325 |
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326 | mat->AddTechnique(deferred);
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327 |
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328 |
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329 | ///////////
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330 | //-- add depth pass
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331 |
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332 | Technique *depthPass = new Technique(*tech);
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333 |
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334 | depthPass->SetColorWriteEnabled(false);
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335 | depthPass->SetLightingEnabled(false);
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336 | mat->AddTechnique(depthPass);
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337 |
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338 | return mat;
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339 | }
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340 |
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341 |
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342 | Geometry *ResourceManager::LoadGeometry(igzstream &str)
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343 | {
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344 | Vector3 *vertices;
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345 | Vector3 *normals;
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346 | Texcoord2 *texcoords;
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347 |
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348 |
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349 | //////////////
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350 | //-- read in vertices
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351 |
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352 | int vertexCount;
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353 | str.read(reinterpret_cast<char *>(&vertexCount), sizeof(int));
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354 |
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355 | // end of file reached
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356 | if (str.eof()) return NULL;
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357 |
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358 | vertices = new Vector3[vertexCount];
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359 | str.read(reinterpret_cast<char *>(vertices), sizeof(Vector3) * vertexCount);
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360 |
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361 | normals = new Vector3[vertexCount];
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362 | str.read(reinterpret_cast<char *>(normals), sizeof(Vector3) * vertexCount);
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363 |
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364 | Vector3 *tangents;
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365 |
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366 | if (mUseNormalMapping)
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367 | {
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368 | tangents = new Vector3[vertexCount];
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369 | str.read(reinterpret_cast<char *>(tangents), sizeof(Vector3) * vertexCount);
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370 | }
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371 | else
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372 | {
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373 | tangents = NULL;
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374 | }
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375 |
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376 | int texCoordCount;
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377 | str.read(reinterpret_cast<char *>(&texCoordCount), sizeof(int));
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378 |
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379 |
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380 | if (texCoordCount)
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381 | {
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382 | texcoords = new Texcoord2[texCoordCount];
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383 | str.read(reinterpret_cast<char *>(texcoords), sizeof(Texcoord2) * texCoordCount);
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384 | }
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385 | else
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386 | {
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387 | texcoords = NULL;
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388 | }
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389 |
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390 | const bool delGeometry = false;
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391 | return new Geometry(vertices, normals, texcoords, vertexCount, delGeometry, NULL);//tangents);
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392 | }
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393 |
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394 |
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395 | void ResourceManager::LoadSceneEntities(igzstream &str,
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396 | SceneEntityContainer &entities)
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397 | {
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398 | int entityCount;
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399 | str.read(reinterpret_cast<char *>(&entityCount), sizeof(int));
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400 |
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401 | entities.reserve(entityCount);
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402 |
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403 | for (int i = 0; i < entityCount; ++ i)
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404 | {
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405 | SceneEntity *ent = LoadSceneEntity(str);
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406 |
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407 | // return loaded entities
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408 | entities.push_back(ent);
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409 | // also store internally
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410 | mSceneEntities.push_back(ent);
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411 | }
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412 |
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413 | cout << "loaded " << entityCount << " scene entities" << endl;
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414 | }
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415 |
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416 |
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417 | bool ResourceManager::Load(const std::string &filename,
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418 | SceneEntityContainer &entities)
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419 | {
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420 | igzstream istr(filename.c_str());
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421 |
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422 | if (!istr.is_open())
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423 | return false;
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424 |
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425 | cout << "loading textures" << endl;
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426 |
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427 | // load the texture table
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428 | LoadTextures(istr);
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429 |
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430 | cout << "loading shapes (geometry + materials)" << endl;
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431 |
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432 | // load the shapees
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433 | LoadShapes(istr);
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434 |
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435 | cout << "loading scene entites" << endl;
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436 | LoadSceneEntities(istr, entities);
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437 |
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438 | cout << "bin loading finished" << endl;
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439 |
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440 | // clean up
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441 | mTextureTable.clear();
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442 | mGeometryTable.clear();
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443 | mMaterialTable.clear();
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444 |
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445 | return true;
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446 | }
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447 |
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448 |
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449 | void ResourceManager::AddSceneEntity(SceneEntity *ent)
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450 | {
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451 | mSceneEntities.push_back(ent);
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452 | }
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453 |
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454 |
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455 | Transform3 *ResourceManager::CreateTransform(const Matrix4x4 &m)
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456 | {
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457 | Transform3 *t = new Transform3(m);
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458 |
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459 | mTrafos.push_back(t);
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460 | return t;
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461 | }
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462 |
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463 |
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464 |
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465 | Material *ResourceManager::CreateMaterial()
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466 | {
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467 | Material *mat = new Material();
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468 | mMaterials.push_back(mat);
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469 |
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470 | return mat;
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471 | }
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472 |
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473 | } |
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