Merge fixes

This commit is contained in:
viktorljung
2016-02-10 13:44:47 +01:00
parent 49e6252ee1
commit afebf879a0
10 changed files with 348 additions and 241 deletions
+1 -1
View File
@@ -64,7 +64,7 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
+2
View File
@@ -78,6 +78,8 @@ private:
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
};
#endif
@@ -0,0 +1,33 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout(location = 0) in vec3 Position;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
Output.Position = vec3(0.0);
}
@@ -38,7 +38,7 @@ void main()
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
@@ -0,0 +1,33 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout(location = 0) in vec3 Position;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
Output.Position = vec3(0.0);
}
+5 -6
View File
@@ -385,7 +385,7 @@ bool AABBvsTriangle(const AABB& box,
Resolution()
: DistanceSq(INFINITY)
, Vector(0.f)
{}
{ }
BoxTriResolveCase Case;
float DistanceSq;
glm::vec3 Vector;
@@ -526,7 +526,7 @@ bool AABBvsTriangle(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -579,12 +579,11 @@ bool AttachAABBComponentFromModel(EntityWrapper entity)
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (const auto& v : model->m_Vertices) {
for (unsigned int i = 0; i < model->NumVertices(); i++) {
const auto& v = model->Vertices()[i];
mini = glm::min(mini, v.Position);
for (unsigned int i = 0; i < modelRes->NumberOfVertices(); i++) {
const auto& v = modelRes->Vertices()[i];
maxi = glm::max(maxi, v.Position);
}
entity.AttachComponent("AABB");
entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
entity["AABB"]["Size"] = maxi - mini;
+1 -1
View File
@@ -41,7 +41,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
+172 -131
View File
@@ -142,12 +142,26 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ShieldToStencilProgram->Link();
GLERROR("Creating Shield program");
m_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
m_ShieldToStencilSkinnedProgram->Compile();
m_ShieldToStencilSkinnedProgram->Link();
GLERROR("Creating Shield Skinned program");
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene)
@@ -181,11 +195,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
@@ -298,121 +312,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
for(auto &job : jobs)
{
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if(explosionEffectJob) {
//Bind program
if(GLERROR("Prebind")) {
continue;
}
m_ExplosionEffectProgram->Bind();
if(GLERROR("BindProgram")) {
continue;
}
glDisable(GL_CULL_FACE);
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
if(GLERROR("BindExplosionUniforms")) {
continue;
}
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
if(GLERROR("Animation")) {
continue;
}
//bind textures
BindExplosionTextures(explosionEffectJob);
if(GLERROR("BindExplosionTextures")) {
continue;
}
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
if(GLERROR("explosion effect end")) {
continue;
}
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//bind forward program
m_ForwardPlusProgram->Bind();
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if(GLERROR("models end")) {
continue;
}
}
}
}
}
void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
m_ShieldToStencilProgram->Bind();
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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()));
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
}
}
}
}
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLERROR("explosionHandle");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -435,8 +334,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
} else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
//bind uniforms
@@ -464,8 +362,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
} else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
@@ -550,6 +447,140 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
break;
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
}
}
}
}
}
void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
if(modelJob->Model->isSkined()) {
m_ShieldToStencilSkinnedProgram->Bind();
GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
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;
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();
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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()));
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
}
}
}
}
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLERROR("explosionHandle");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
//Bind program
if (GLERROR("Prebind")) {
continue;
}
m_ExplosionEffectProgram->Bind();
if (GLERROR("BindProgram")) {
continue;
}
glDisable(GL_CULL_FACE);
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
if (GLERROR("BindExplosionUniforms")) {
continue;
}
std::vector<glm::mat4> frameBones;
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")) {
continue;
}
//bind textures
BindExplosionTextures(explosionHandle, explosionEffectJob);
if (GLERROR("BindExplosionTextures")) {
continue;
}
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
if (GLERROR("explosion effect end")) {
continue;
}
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//bind forward program
m_ForwardPlusProgram->Bind();
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardHandle ,modelJob);
std::vector<glm::mat4> frameBones;
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]));
//draw
glBindVertexArray(modelJob->Model->VAO);
@@ -566,24 +597,34 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
m_FillDepthBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
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()));
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//bind uniforms
if(modelJob->Model->isSkined()) {
m_FillDepthBufferSkinnedProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
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()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> 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]));
} else {
m_FillDepthBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
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()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
+14 -12
View File
@@ -184,13 +184,14 @@ void PickingPass::Draw(RenderScene& scene)
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) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> 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);
@@ -230,13 +231,14 @@ void PickingPass::Draw(RenderScene& scene)
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) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> 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);
+6 -9
View File
@@ -109,7 +109,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillPercentage
));
if (m_World->HasComponent(cModel.EntityID, "Shield")){
TODO Calc hash
explosionEffectJob->CalculateHash();
Jobs.ShieldObjects.push_back(explosionEffectJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
@@ -119,7 +119,6 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
TODO: Calc hash
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
} else {
explosionEffectJob->CalculateHash();
@@ -131,10 +130,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
TODO CALC HASH
Jobs.TransparentObjects.push_back(explosionEffectJob);
} else {
TODO CALC HASH
explosionEffectJob->CalculateHash();
Jobs.OpaqueObjects.push_back(explosionEffectJob);
}
}
@@ -150,7 +148,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillPercentage
));
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
TODO: CALC HASH
modelJob->CalculateHash();
Jobs.ShieldObjects.push_back(modelJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
@@ -160,7 +158,6 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
TODO CALC HASH
Jobs.TransparentShieldedObjects.push_back(modelJob);
} else {
modelJob->CalculateHash();
@@ -172,10 +169,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
CALC HASH
Jobs.TransparentObjects.push_back(modelJob);
} else {
CALC HASH
modelJob->CalculateHash();
Jobs.OpaqueObjects.push_back(modelJob);
}
}
@@ -298,7 +294,8 @@ void RenderSystem::Update(double dt)
fillModels(scene.Jobs);
fillPointLights(scene.Jobs.PointLight, m_World);
scene.OpaqueObjects.sort();
//TODO: Make sure all objects needed are also sorted.
scene.Jobs.OpaqueObjects.sort();
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
fillText(scene.Jobs.Text, m_World);
m_RenderFrame->Add(scene);