Skinned meshes now in T-Pose when not it's blendtree is null
This commit is contained in:
@@ -362,11 +362,15 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectProgram->Bind();
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@@ -391,11 +395,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectSplatMapProgram->Bind();
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@@ -438,12 +445,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ForwardPlusProgram->Bind();
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GLERROR("Bind ForwardPlusProgram");
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@@ -467,11 +476,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ForwardPlusSplatMapProgram->Bind();
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@@ -547,11 +559,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectShieldCheckProgram->Bind();
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@@ -578,11 +593,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
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@@ -614,12 +632,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectProgram->Bind();
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GLERROR("Bind ExplosionEffect program");
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@@ -643,12 +663,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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//bind textures
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BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectSplatMapProgram->Bind();
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@@ -693,11 +715,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ForwardPlusShieldCheckProgram->Bind();
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@@ -723,11 +748,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ForwardPlusSplatMapShieldCheckProgram->Bind();
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@@ -757,11 +784,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ForwardPlusProgram->Bind();
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@@ -787,11 +817,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ForwardPlusSplatMapProgram->Bind();
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@@ -849,11 +881,14 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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continue;
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}
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = explosionEffectJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (GLERROR("Animation")) {
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continue;
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}
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@@ -885,12 +920,16 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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//bind textures
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BindModelTextures(forwardHandle ,modelJob);
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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@@ -918,11 +957,14 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_FillDepthStencilBufferProgram->Bind();
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GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
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@@ -104,11 +104,15 @@ void PickingPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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@@ -210,12 +214,15 @@ void PickingPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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@@ -249,6 +249,18 @@ void Skeleton::GetFinalPose(std::map<int, Skeleton::PoseData>& poseDatas, std::v
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}
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std::vector<glm::mat4> Skeleton::GetTPose()
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{
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std::vector<glm::mat4> finalMatrices;
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for (auto b : Bones) {
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finalMatrices.push_back(glm::mat4(1));
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}
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return finalMatrices;
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}
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void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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