Added support for rendering bone-less models using the animated shader
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d1a41ea194
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@ -71,5 +71,5 @@ void main()
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boneMatrix += BoneMatrices.data[aBoneIndices[3]] * aBoneWeights[3];
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boneMatrix += BoneMatrices.data[aBoneIndices[3]] * aBoneWeights[3];
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// clip space for rendering
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
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}
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}
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@ -86,7 +86,7 @@ namespace SHADE
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currClip = newClip;
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currClip = newClip;
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secsPerTick = 1.0f / currClip->GetTicksPerSecond();
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secsPerTick = 1.0f / currClip->GetTicksPerSecond();
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if (!rig)
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if (rig)
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{
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{
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updatePoseWithClip(0.0f);
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updatePoseWithClip(0.0f);
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}
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}
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@ -185,7 +185,9 @@ namespace SHADE
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}
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}
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else
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else
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{
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{
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const auto OG_SIZE = vertBoneWeightStorage.size();
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vertBoneWeightStorage.resize(vertBoneWeightStorage.size() + addJob.VertexCount);
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vertBoneWeightStorage.resize(vertBoneWeightStorage.size() + addJob.VertexCount);
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std::fill_n(vertBoneWeightStorage.begin() + OG_SIZE, addJob.VertexCount, SHVec4(1.0f, 0.0f, 0.0f, 0.0f));
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}
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}
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indexStorage.insert
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indexStorage.insert
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(
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(
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@ -211,7 +211,9 @@ namespace SHADE
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assetData.VertexTangents.data(),
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assetData.VertexTangents.data(),
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assetData.VertexNormals.data(),
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assetData.VertexNormals.data(),
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assetData.Indices.size(),
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assetData.Indices.size(),
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assetData.Indices.data()
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assetData.Indices.data(),
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assetData.VertexBoneIndices.empty() ? nullptr : assetData.VertexBoneIndices.data(),
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assetData.VertexBoneWeights.empty() ? nullptr : assetData.VertexBoneWeights.data()
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);
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);
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}
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}
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// Textures
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// Textures
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