BoneAttachments now working and BlendTrees are created in the AnimationSystem
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@@ -337,9 +337,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
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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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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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}
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} else {
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m_ExplosionEffectProgram->Bind();
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GLERROR("Bind ExplosionEffect program");
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@@ -360,10 +362,11 @@ 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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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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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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}
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} else {
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m_ExplosionEffectSplatMapProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMap program");
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@@ -401,10 +404,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
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//bind textures
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BindModelTextures(forwardSkinnedHandle, modelJob);
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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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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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}
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} else {
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m_ForwardPlusProgram->Bind();
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GLERROR("Bind ForwardPlusProgram");
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@@ -425,10 +430,11 @@ 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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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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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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}
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} else {
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m_ForwardPlusSplatMapProgram->Bind();
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GLERROR("Bind SplatMap program");
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@@ -469,9 +475,11 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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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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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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}
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} else {
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m_ShieldToStencilProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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@@ -523,10 +531,11 @@ 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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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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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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}
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if (GLERROR("Animation")) {
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continue;
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}
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@@ -558,10 +567,11 @@ 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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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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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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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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@@ -590,10 +600,11 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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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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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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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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}
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} else {
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m_FillDepthBufferProgram->Bind();
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GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
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