Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # src/Engine/Rendering/Texture.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -339,11 +339,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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frameBones = explosionEffectJob->Skeleton->GetBones();
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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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@@ -366,11 +362,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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frameBones = explosionEffectJob->Skeleton->GetBones();
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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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@@ -411,11 +403,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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frameBones = modelJob->Skeleton->GetBones();
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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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@@ -439,11 +427,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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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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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -487,13 +471,8 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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std::vector<glm::mat4> frameBones;
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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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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ShieldToStencilProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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@@ -546,11 +525,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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}
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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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frameBones = explosionEffectJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (GLERROR("Animation")) {
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@@ -585,11 +560,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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BindModelTextures(forwardHandle ,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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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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@@ -621,11 +592,7 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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std::vector<glm::mat4> frameBones;
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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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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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