diff --git a/include/Engine/Rendering/PickingPass.h b/include/Engine/Rendering/PickingPass.h index 5fc88982..da3ed31b 100644 --- a/include/Engine/Rendering/PickingPass.h +++ b/include/Engine/Rendering/PickingPass.h @@ -1,8 +1,6 @@ #ifndef PickingPass_h__ #define PickingPass_h__ - - #include "IRenderer.h" #include "PickingPassState.h" #include "FrameBuffer.h" @@ -10,8 +8,7 @@ #include "Util/UnorderedMapiVec2.h" #include "../Core/EventBroker.h" #include "../Core/World.h" - - +#include "Rendering/Skeleton.h" class PickingPass { diff --git a/resources/Shaders/Picking.vert.glsl b/resources/Shaders/Picking.vert.glsl index b2857cea..205a8fdd 100644 --- a/resources/Shaders/Picking.vert.glsl +++ b/resources/Shaders/Picking.vert.glsl @@ -3,18 +3,15 @@ uniform mat4 M; uniform mat4 V; uniform mat4 P; +uniform mat4 Bones[100]; layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec3 Tangent; layout(location = 3) in vec3 BiTangent; layout(location = 4) in vec2 TextureCoords; -layout(location = 5) in vec4 DiffuseVertexColor; -layout(location = 6) in vec4 SpecularVertexColor; -layout(location = 7) in vec4 BoneIndices1; -layout(location = 8) in vec4 BoneIndices2; -layout(location = 9) in vec4 BoneWeights1; -layout(location = 10) in vec4 BoneWeights2; +layout(location = 5) in vec4 BoneIndices; +layout(location = 6) in vec4 BoneWeights; out VertexData{ vec3 Position; @@ -22,7 +19,14 @@ out VertexData{ void main() { - gl_Position = P * V* M * vec4(Position, 1.0); + mat4 boneTransform = mat4(1); + if(BoneWeights[0] > 0.0f){ + boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])] + + BoneWeights[1] * Bones[int(BoneIndices[1])] + + BoneWeights[2] * Bones[int(BoneIndices[2])] + + BoneWeights[3] * Bones[int(BoneIndices[3])]; + } - Output.Position = Position; + gl_Position = P*V*M*boneTransform * vec4(Position, 1.0); + Output.Position = (boneTransform * vec4(Position, 1.0)).xyz; } \ No newline at end of file diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 350d471f..c7e23479 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -48,7 +48,7 @@ void PickingPass::Draw(RenderScene& scene) PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle()); //TODO: Render: Add code for more jobs than modeljobs. - GLuint ShaderHandle = m_PickingProgram->GetHandle(); + GLuint shaderHandle = m_PickingProgram->GetHandle(); m_PickingProgram->Bind(); if (scene.ClearDepth) { @@ -75,18 +75,26 @@ void PickingPass::Draw(RenderScene& scene) m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); if (m_ColorCounter[0] > 255) { m_ColorCounter[0] = 0; - m_ColorCounter[1]++; + m_ColorCounter[1] += 5; } else { - m_ColorCounter[0]++; + m_ColorCounter[0] += 50; } } m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; - glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); + + if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) { + + if (modelJob->Animation != nullptr) { + std::vector frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + } glBindVertexArray(modelJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);