All vertex attributes now present in DX shaders
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@@ -603,7 +603,7 @@ public:
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m_ShakeIntensity = m_ShakeRepresentativeIntensity;
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if (m_ShakeIntensity <= 0) {
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m_ScreenShake = false;
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m_Renderer->PlaceCamera(glm::vec3(0, 0, 0));
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//m_Renderer->PlaceCamera(glm::vec3(0, 0, 0));
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return;
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}
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} else {
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@@ -619,7 +619,7 @@ public:
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//std::cout << "X: " << randomX << " Y: " << randomY << std::endl;
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m_Renderer->PlaceCamera(glm::vec3(randomX, randomY, 0));
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//m_Renderer->PlaceCamera(glm::vec3(randomX, randomY, 0));
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}
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}
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@@ -65,15 +65,15 @@ public:
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float FarClip() const { return m_FarClip; }
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void SetFarClip(float val);
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private:
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void UpdateViewMatrix();
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void UpdateProjectionMatrix();
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float m_AspectRatio;
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float m_FOV;
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float m_NearClip;
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float m_FarClip;
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private:
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void UpdateViewMatrix();
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void UpdateProjectionMatrix();
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glm::vec3 m_Position;
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glm::quat m_Orientation;
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@@ -60,7 +60,6 @@ private:
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} constantBufferStruct;
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ShaderProgram* shaderProgram = nullptr;
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const Model* testModel = nullptr;
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ID3D11Buffer* constantBuffer = nullptr;
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static DirectX::SimpleMath::Matrix GLMtoDXModelView(glm::mat4 m);
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@@ -80,6 +80,7 @@ public:
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std::vector<Vertex> m_Vertices;
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std::vector<unsigned int> m_Indices;
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Skeleton* m_Skeleton = nullptr;
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glm::mat4 m_Matrix;
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private:
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std::vector<glm::ivec2> BoneIndices;
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@@ -28,6 +28,7 @@ namespace dd
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{
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class Model;
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class Skeleton;
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class Texture;
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class RenderQueue;
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@@ -63,6 +64,12 @@ struct ModelJob : RenderJob
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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// Animation
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dd::Skeleton* Skeleton = nullptr;
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bool NoRootMotion = true;
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std::string AnimationName;
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double AnimationTime = 0;
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void CalculateHash() override
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{
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Hash = TextureID;
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