Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy Player cameras should have nearclip fater away and far clip nearer. Defaultconfig push
This commit is contained in:
@@ -236,7 +236,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("Pre");
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DrawStencilState* stateDethp = new DrawStencilState(m_ShieldDepthFrameBuffer.GetHandle());
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
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//Draw shields to stencil
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DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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@@ -276,13 +276,13 @@ void DrawFinalPass::Draw(RenderScene& scene)
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//state->Disable(GL_STENCIL_TEST);
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//Draw Transparen Shielded objects
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -349,78 +349,72 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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->IsSkinned()) {
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{
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if (explosionEffectJob->Model->IsSkinned()) {
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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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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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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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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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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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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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}
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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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}
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else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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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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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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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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DrawSkinnedExplosionSetup(m_ExplosionEffectSkinnedProgram, explosionSkinnedHandle, explosionEffectJob, scene);
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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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//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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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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DrawExplosionSetup(m_ExplosionEffectProgram, explosionHandle, explosionEffectJob, scene);
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}
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break;
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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->IsSkinned()) {
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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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{
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if (explosionEffectJob->Model->IsSkinned()) {
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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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}
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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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}
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else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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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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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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DrawSkinnedExplosionSetup(m_ExplosionEffectSplatMapSkinnedProgram, explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
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break;
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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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//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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DrawExplosionSetup(m_ExplosionEffectSplatMapProgram, explosionSplatMapHandle, explosionEffectJob, scene);
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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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@@ -554,99 +548,145 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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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->IsSkinned()) {
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{
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if (explosionEffectJob->Model->IsSkinned()) {
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m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
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GLERROR("Bind ExplosionEffectSkinned program");
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//bind uniforms
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BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSkinnedShieldCheckHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
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GLERROR("Bind ExplosionEffectSkinned program");
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//bind uniforms
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BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSkinnedShieldCheckHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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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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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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}
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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(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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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(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectShieldCheckProgram->Bind();
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GLERROR("Bind ExplosionEffect program");
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//bind uniforms
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BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionShieldCheckHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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m_ExplosionEffectShieldCheckProgram->Bind();
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GLERROR("Bind ExplosionEffect program");
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//bind uniforms
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BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionShieldCheckHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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}
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break;
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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->IsSkinned()) {
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMapSkinned program");
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//bind uniforms
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BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, 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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{
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if (explosionEffectJob->Model->IsSkinned()) {
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMapSkinned program");
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//bind uniforms
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BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, 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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}
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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(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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m_ExplosionEffectSplatMapShieldCheckProgram->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(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSplatMapShieldCheckHandle, explosionEffectJob);
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GLERROR("asdasd");
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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break;
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}
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else {
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m_ExplosionEffectSplatMapShieldCheckProgram->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(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSplatMapShieldCheckHandle, 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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}
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else {
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} else {
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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->IsSkinned()) {
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DrawSkinnedExplosionSetup(m_ExplosionEffectSkinnedProgram, explosionSkinnedHandle, explosionEffectJob, scene);
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{
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if (explosionEffectJob->Model->IsSkinned()) {
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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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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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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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}
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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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}
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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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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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}
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break;
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}
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else {
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DrawExplosionSetup(m_ExplosionEffectProgram, explosionHandle, explosionEffectJob, scene);
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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->IsSkinned()) {
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DrawSkinnedExplosionSetup(m_ExplosionEffectSplatMapSkinnedProgram, explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
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{
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if (explosionEffectJob->Model->IsSkinned()) {
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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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}
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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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}
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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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else {
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DrawExplosionSetup(m_ExplosionEffectSplatMapProgram, explosionSplatMapHandle, explosionEffectJob, scene);
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}
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break;
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}
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}
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}
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glDisable(GL_CULL_FACE);
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@@ -658,176 +698,160 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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glEnable(GL_CULL_FACE);
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GLERROR("explosion effect end");
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} else {
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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->IsSkinned()) {
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|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
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]));
|
||||
DrawSkinnedExplosionSetup(m_ExplosionEffectSkinnedProgram, explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
DrawExplosionSetup(m_ExplosionEffectProgram, explosionHandle, explosionEffectJob, scene);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
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]));
|
||||
|
||||
DrawSkinnedExplosionSetup(m_ExplosionEffectSplatMapSkinnedProgram, explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
DrawExplosionSetup(m_ExplosionEffectSplatMapProgram, explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
//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");
|
||||
}
|
||||
else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||
if (modelJob->IsShielded) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedShieldCheckHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
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(forwardSkinnedShieldCheckHandle, "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);
|
||||
m_ForwardPlusShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardShieldCheckHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
break;
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
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);
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, 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(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatShieldCheckHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
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]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
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]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
//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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1013,76 +1037,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
// m_SpriteProgram->Unbind();
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawExplosionSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
shader->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(shaderHandle, job, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(shaderHandle, job);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawSkinnedExplosionSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
shader->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(shaderHandle, job, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(shaderHandle, job);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (job->AnimationOffset.animation != nullptr) {
|
||||
frameBones = job->Skeleton->GetFrameBones(job->Animations, job->AnimationOffset);
|
||||
}
|
||||
else {
|
||||
frameBones = job->Skeleton->GetFrameBones(job->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawModelSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(shaderHandle, job, scene);
|
||||
//bind textures
|
||||
BindModelTextures(shaderHandle, job);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawSkinnedModelSetup(ShaderProgram* shader, GLuint shaderHandle , std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
shader->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(shaderHandle, job, scene);
|
||||
//bind textures
|
||||
BindModelTextures(shaderHandle, job);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (job->AnimationOffset.animation != nullptr) {
|
||||
frameBones = job->Skeleton->GetFrameBones(job->Animations, job->AnimationOffset);
|
||||
}
|
||||
else {
|
||||
frameBones = job->Skeleton->GetFrameBones(job->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
|
||||
Reference in New Issue
Block a user