Changed isSkined to IsSkinned and removed duplicated code in PickingPass
This commit is contained in:
@@ -20,7 +20,7 @@ public:
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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const AABB& Box() const { return m_Box; }
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bool isSkined() const { return m_RawModel->isSkined(); }
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bool IsSkinned() const { return m_RawModel->IsSkinned(); }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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@@ -27,7 +27,7 @@ struct ModelJob : RenderJob
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::RawModel::MaterialBasic* matGroup = matProp.material;
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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if (Model->isSkined()) {
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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@@ -37,7 +37,7 @@ struct ModelJob : RenderJob
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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if (Model->isSkined()) {
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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@@ -64,7 +64,7 @@ struct ModelJob : RenderJob
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break;
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case ::RawModel::MaterialType::SplatMapping:
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{
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if (Model->isSkined()) {
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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}
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else {
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@@ -114,7 +114,7 @@ public:
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}
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};
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bool isSkined() const { return hasSkin; };
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bool IsSkinned() const { return hasSkin; };
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std::vector<MaterialProperties> m_Materials;
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@@ -320,7 +320,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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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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@@ -346,7 +346,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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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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@@ -392,7 +392,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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if (modelJob->Model->IsSkinned()) {
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m_ForwardPlusSkinnedProgram->Bind();
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GLERROR("Bind ForwardPlusSkinnedProgram");
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//bind uniforms
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@@ -419,7 +419,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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if (modelJob->Model->IsSkinned()) {
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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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@@ -468,7 +468,7 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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if(modelJob->Model->isSkined()) {
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if(modelJob->Model->IsSkinned()) {
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m_ShieldToStencilSkinnedProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
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@@ -602,7 +602,7 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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for (auto &job : jobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(modelJob->Model->isSkined()) {
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if(modelJob->Model->IsSkinned()) {
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m_FillDepthBufferSkinnedProgram->Bind();
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GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -87,7 +87,7 @@ Model::Model(std::string fileName)
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes;
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if (m_RawModel->isSkined()) {
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if (m_RawModel->IsSkinned()) {
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structSizes = { 3, 3, 3, 3, 2, 4, 4 };
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} else {
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structSizes = { 3, 3, 3, 3, 2 };
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@@ -106,7 +106,7 @@ Model::Model(std::string fileName)
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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if (m_RawModel->isSkined()) {
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if (m_RawModel->IsSkinned()) {
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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}
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@@ -118,7 +118,7 @@ Model::Model(std::string fileName)
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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if (m_RawModel->isSkined()) {
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if (m_RawModel->IsSkinned()) {
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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}
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@@ -69,34 +69,32 @@ void PickingPass::Draw(RenderScene& scene)
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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if (modelJob->Model->isSkined())
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned())
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{
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m_PickingSkinnedProgram->Bind();
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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}
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else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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}
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else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -114,32 +112,7 @@ void PickingPass::Draw(RenderScene& scene)
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}
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} else {
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m_PickingProgram->Bind();
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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}
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else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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}
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else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -155,31 +128,32 @@ void PickingPass::Draw(RenderScene& scene)
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for (auto &job : scene.Jobs.TransparentObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob) {
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if (modelJob->Model->isSkined()) {
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -193,36 +167,12 @@ void PickingPass::Draw(RenderScene& scene)
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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@@ -257,7 +207,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if(modelJob->Model->isSkined()) {
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if(modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -314,7 +264,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->isSkined()) {
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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Block a user