Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy

This commit is contained in:
viktorljung
2016-02-11 10:51:11 +01:00
parent 9c08c351b8
commit 607150189c
9 changed files with 380 additions and 277 deletions
+40 -8
View File
@@ -328,7 +328,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->Skeleton->GetBones();
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ExplosionEffectProgram->Bind();
@@ -351,7 +355,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->Skeleton->GetBones();
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -392,7 +400,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindModelTextures(forwardSkinnedHandle, modelJob);
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -416,7 +428,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -460,7 +476,11 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShieldToStencilProgram->Bind();
@@ -514,7 +534,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
}
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->Skeleton->GetBones();
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (GLERROR("Animation")) {
@@ -549,7 +573,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
BindModelTextures(forwardHandle ,modelJob);
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -581,7 +609,11 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {