BoneAttachments now working and BlendTrees are created in the AnimationSystem

This commit is contained in:
viktorljung
2016-02-26 10:17:47 +01:00
parent c97d0d9381
commit af034673f6
13 changed files with 308 additions and 269 deletions
+40 -29
View File
@@ -337,9 +337,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (explosionEffectJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
@@ -360,10 +362,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (explosionEffectJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
@@ -401,10 +404,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardSkinnedHandle, modelJob);
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
@@ -425,10 +430,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
@@ -469,9 +475,11 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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()));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_ShieldToStencilProgram->Bind();
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
@@ -523,10 +531,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
continue;
}
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (explosionEffectJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
if (GLERROR("Animation")) {
continue;
}
@@ -558,10 +567,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
//bind textures
BindModelTextures(forwardHandle ,modelJob);
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
//draw
glBindVertexArray(modelJob->Model->VAO);
@@ -590,10 +600,11 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_FillDepthBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();