Merge fixes
This commit is contained in:
@@ -64,7 +64,7 @@ bool RayVsModel(const Ray& ray,
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float& outVCoord);
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -78,6 +78,8 @@ private:
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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};
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#endif
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@@ -0,0 +1,33 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = vec3(0.0);
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}
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@@ -38,7 +38,7 @@ void main()
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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@@ -0,0 +1,33 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = vec3(0.0);
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}
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@@ -183,7 +183,7 @@ bool RayVsTriangle(const Ray& ray,
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}
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outDistance = dist;
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outUCoord = glm::dot(m, DxE2) * DetInv;
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outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
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outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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@@ -330,7 +330,7 @@ bool rectangleVsTriangle(const glm::vec2& boxMin,
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float push = rightRes < -leftRes ? rightRes : leftRes;
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float absPushSq = abs(push);
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absPushSq *= absPushSq;
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if (absPushSq < resolutionDistanceSq) {
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resolutionDistanceSq = absPushSq;
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resolutionDirection = push * normal;
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@@ -355,8 +355,8 @@ constexpr bool FaceIsGround(float faceNormalY)
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//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
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constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
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bool AABBvsTriangle(const AABB& box,
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const std::array<glm::vec3, 3>& triPos,
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bool AABBvsTriangle(const AABB& box,
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const std::array<glm::vec3, 3>& triPos,
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const glm::vec3& originalBoxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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@@ -385,7 +385,7 @@ bool AABBvsTriangle(const AABB& box,
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Resolution()
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: DistanceSq(INFINITY)
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, Vector(0.f)
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{}
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{ }
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BoxTriResolveCase Case;
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float DistanceSq;
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glm::vec3 Vector;
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@@ -525,9 +525,9 @@ bool AABBvsTriangle(const AABB& box,
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return true;
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}
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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@@ -579,12 +579,11 @@ bool AttachAABBComponentFromModel(EntityWrapper entity)
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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for (const auto& v : model->m_Vertices) {
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for (unsigned int i = 0; i < model->NumVertices(); i++) {
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const auto& v = model->Vertices()[i];
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mini = glm::min(mini, v.Position);
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for (unsigned int i = 0; i < modelRes->NumberOfVertices(); i++) {
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const auto& v = modelRes->Vertices()[i];
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maxi = glm::max(maxi, v.Position);
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}
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entity.AttachComponent("AABB");
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entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
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entity["AABB"]["Size"] = maxi - mini;
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@@ -609,4 +608,4 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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return aabb;
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}
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}
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}
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@@ -41,7 +41,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -142,12 +142,26 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ShieldToStencilProgram->Link();
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GLERROR("Creating Shield program");
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m_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
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m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
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m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
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m_ShieldToStencilSkinnedProgram->Compile();
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m_ShieldToStencilSkinnedProgram->Link();
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GLERROR("Creating Shield Skinned program");
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m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferProgram->Compile();
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m_FillDepthBufferProgram->Link();
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GLERROR("Creating DepthFill program");
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m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
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m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
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m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferSkinnedProgram->Compile();
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m_FillDepthBufferSkinnedProgram->Link();
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GLERROR("Creating DepthFill program");
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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@@ -181,11 +195,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
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//Draw Opaque shielded objects
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state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
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DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
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GLERROR("Shielded Opaque object");
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//Draw Transparen Shielded objects
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DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
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DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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GLERROR("END");
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@@ -298,100 +312,186 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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for(auto &job : jobs)
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{
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if(explosionEffectJob) {
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//Bind program
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if(GLERROR("Prebind")) {
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continue;
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}
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m_ExplosionEffectProgram->Bind();
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if(GLERROR("BindProgram")) {
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continue;
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}
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for (auto &job : jobs) {
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if (explosionEffectJob) {
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switch (explosionEffectJob->Type) {
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::SingleTextures:
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{
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if (explosionEffectJob->Model->isSkined()) {
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m_ExplosionEffectSkinnedProgram->Bind();
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GLERROR("Bind ExplosionEffectSkinned program");
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//bind uniforms
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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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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ExplosionEffectProgram->Bind();
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GLERROR("Bind ExplosionEffect program");
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//bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionHandle, explosionEffectJob);
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}
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break;
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}
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case RawModel::MaterialType::SplatMapping:
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{
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if (explosionEffectJob->Model->isSkined()) {
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m_ExplosionEffectSplatMapSkinnedProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMapSkinned program");
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//bind uniforms
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BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
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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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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ExplosionEffectSplatMapProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMap program");
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//bind uniforms
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//bind uniforms
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BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
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GLERROR("asdasd");
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}
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break;
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}
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}
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glDisable(GL_CULL_FACE);
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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if(GLERROR("BindExplosionUniforms")) {
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continue;
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}
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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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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}
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if(GLERROR("Animation")) {
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continue;
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}
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//bind textures
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BindExplosionTextures(explosionEffectJob);
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if(GLERROR("BindExplosionTextures")) {
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continue;
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}
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//draw
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
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glEnable(GL_CULL_FACE);
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if(GLERROR("explosion effect end")) {
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continue;
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}
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GLERROR("explosion effect end");
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//bind forward program
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//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
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switch (modelJob->Type) {
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::SingleTextures:
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{
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if (modelJob->Model->isSkined()) {
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m_ForwardPlusSkinnedProgram->Bind();
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GLERROR("Bind ForwardPlusSkinnedProgram");
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//bind uniforms
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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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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//bind forward program
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m_ForwardPlusProgram->Bind();
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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//bind uniforms
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BindModelUniforms(forwardHandle, modelJob, scene);
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//bind textures
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BindModelTextures(modelJob);
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ForwardPlusProgram->Bind();
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GLERROR("Bind ForwardPlusProgram");
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//bind uniforms
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BindModelUniforms(forwardHandle, modelJob, scene);
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//bind textures
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BindModelTextures(forwardHandle, modelJob);
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}
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break;
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}
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}
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case RawModel::MaterialType::SplatMapping:
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{
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if (modelJob->Model->isSkined()) {
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m_ForwardPlusSplatMapSkinnedProgram->Bind();
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GLERROR("Bind SplatMap program");
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//bind uniforms
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BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
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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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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if(GLERROR("models end")) {
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continue;
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} else {
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m_ForwardPlusSplatMapProgram->Bind();
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GLERROR("Bind SplatMap program");
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//bind uniforms
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BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
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)
|
||||
{
|
||||
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));
|
||||
|
||||
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);
|
||||
@@ -417,139 +517,70 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
switch (explosionEffectJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->isSkined()) {
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||
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(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->isSkined()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
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(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
//Bind program
|
||||
if (GLERROR("Prebind")) {
|
||||
continue;
|
||||
}
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
if (GLERROR("BindProgram")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
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);
|
||||
GLERROR("explosion effect end");
|
||||
if (GLERROR("explosion effect end")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->isSkined()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, 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(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
m_ForwardPlusProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
} else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->isSkined()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
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(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
//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]));
|
||||
|
||||
} else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -566,25 +597,35 @@ 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
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
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);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
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);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
|
||||
@@ -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);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
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);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
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);
|
||||
|
||||
@@ -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")) {
|
||||
@@ -119,10 +119,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
TODO: Calc hash
|
||||
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
|
||||
} else {
|
||||
explosionEffectJob->CalculateHash();
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
||||
}
|
||||
} else {
|
||||
@@ -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")) {
|
||||
@@ -160,10 +158,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
TODO CALC HASH
|
||||
Jobs.TransparentShieldedObjects.push_back(modelJob);
|
||||
} else {
|
||||
modelJob->CalculateHash();
|
||||
modelJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
||||
}
|
||||
} else {
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user