diff --git a/resources/Schema/Entities/AnimationTests2.xml b/resources/Schema/Entities/AnimationTests2.xml index 68f27045..96a439a4 100644 --- a/resources/Schema/Entities/AnimationTests2.xml +++ b/resources/Schema/Entities/AnimationTests2.xml @@ -31,14 +31,14 @@ Run 0.5 - 0.44037772975435119 + 0.23980116887997371 1 1 StrafeRight 0.5 - 0.62650761653875175 + 0.42593105566437428 ReloadSwitch - 0.88913372073808805 + 0.68855715986371058 1 @@ -47,7 +47,6 @@ Models/Characters/Assault/AssaultAnimations.mesh - true diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 41850698..9842f659 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -156,45 +156,80 @@ void PickingPass::Draw(RenderScene& scene) auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { - int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; - PickingInfo pickInfo; - pickInfo.Entity = modelJob->Entity; - pickInfo.World = modelJob->World; - pickInfo.Camera = scene.Camera; + if (modelJob->Model->isSkined()) { + m_PickingSkinnedProgram->Bind(); + int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; - auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); - if (color != m_EntityColors.end()) { - pickColor[0] = color->second[0]; - pickColor[1] = color->second[1]; + PickingInfo pickInfo; + pickInfo.Entity = modelJob->Entity; + pickInfo.World = modelJob->World; + pickInfo.Camera = scene.Camera; + + auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); + if (color != m_EntityColors.end()) { + pickColor[0] = color->second[0]; + pickColor[1] = color->second[1]; + } else { + m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); + if (m_ColorCounter[0] > 255) { + m_ColorCounter[0] = 0; + m_ColorCounter[1] += 1; + } else { + m_ColorCounter[0] += 1; + } + } + + m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; + + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); + + if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) { + + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } } else { - m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); - if (m_ColorCounter[0] > 255) { - m_ColorCounter[0] = 0; - m_ColorCounter[1] += 1; + int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; + + PickingInfo pickInfo; + pickInfo.Entity = modelJob->Entity; + pickInfo.World = modelJob->World; + pickInfo.Camera = scene.Camera; + + auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); + if (color != m_EntityColors.end()) { + pickColor[0] = color->second[0]; + pickColor[1] = color->second[1]; } else { - m_ColorCounter[0] += 1; + m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); + if (m_ColorCounter[0] > 255) { + m_ColorCounter[0] = 0; + m_ColorCounter[1] += 1; + } else { + m_ColorCounter[0] += 1; + } } + + m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + 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())); + glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); } - m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; + - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - 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())); - glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); - - if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) { - - std::vector frameBones; - 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])); - - } glBindVertexArray(modelJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); @@ -214,8 +249,8 @@ void PickingPass::ClearPicking() { m_PickingColorsToEntity.clear(); m_EntityColors.clear(); - m_ColorCounter[0] = 1; - m_ColorCounter[1] = 0; + m_ColorCounter[0] = 0; + m_ColorCounter[1] = 1; m_PickingBuffer.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f);