Picking animation fix
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@@ -1,8 +1,6 @@
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#ifndef PickingPass_h__
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#define PickingPass_h__
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#include "IRenderer.h"
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#include "PickingPassState.h"
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#include "FrameBuffer.h"
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@@ -10,8 +8,7 @@
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#include "Util/UnorderedMapiVec2.h"
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#include "../Core/EventBroker.h"
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#include "../Core/World.h"
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#include "Rendering/Skeleton.h"
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class PickingPass
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{
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@@ -3,18 +3,15 @@
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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@@ -22,7 +19,14 @@ out VertexData{
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void main()
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{
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gl_Position = P * V* M * vec4(Position, 1.0);
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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Output.Position = Position;
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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}
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@@ -48,7 +48,7 @@ void PickingPass::Draw(RenderScene& scene)
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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GLuint shaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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if (scene.ClearDepth) {
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@@ -75,18 +75,26 @@ void PickingPass::Draw(RenderScene& scene)
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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]++;
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m_ColorCounter[1] += 5;
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} else {
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m_ColorCounter[0]++;
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m_ColorCounter[0] += 50;
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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(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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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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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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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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