fix skin pipe rendering

This commit is contained in:
aap 2020-08-24 22:11:37 +02:00
parent fbb2d35fc4
commit 77b7229356
2 changed files with 63 additions and 33 deletions

View File

@ -236,12 +236,14 @@ uploadSkinMatrices(Atomic *a)
{ {
int i; int i;
Skin *skin = Skin::get(a->geometry); Skin *skin = Skin::get(a->geometry);
float *m = skinMatrices;
HAnimHierarchy *hier = Skin::getHierarchy(a); HAnimHierarchy *hier = Skin::getHierarchy(a);
if(hier){
Matrix *invMats = (Matrix*)skin->inverseMatrices; Matrix *invMats = (Matrix*)skin->inverseMatrices;
Matrix tmp, tmp2; Matrix tmp, tmp2;
float *m = skinMatrices; assert(skin->numBones == hier->numNodes);
if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){ if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){
for(i = 0; i < hier->numNodes; i++){ for(i = 0; i < hier->numNodes; i++){
invMats[i].flags = 0; invMats[i].flags = 0;
@ -260,7 +262,27 @@ uploadSkinMatrices(Atomic *a)
m += 12; m += 12;
} }
} }
d3ddevice->SetVertexShaderConstantF(VSLOC_boneMatrices, skinMatrices, hier->numNodes*3); }else{
for(i = 0; i < skin->numBones; i++){
m[0] = 1.0f;
m[1] = 0.0f;
m[2] = 0.0f;
m[3] = 0.0f;
m[4] = 0.0f;
m[5] = 1.0f;
m[6] = 0.0f;
m[7] = 0.0f;
m[8] = 0.0f;
m[9] = 0.0f;
m[10] = 1.0f;
m[11] = 0.0f;
m += 12;
}
}
d3ddevice->SetVertexShaderConstantF(VSLOC_boneMatrices, skinMatrices, skin->numBones*3);
} }
void void

View File

@ -218,12 +218,14 @@ uploadSkinMatrices(Atomic *a)
{ {
int i; int i;
Skin *skin = Skin::get(a->geometry); Skin *skin = Skin::get(a->geometry);
Matrix *m = (Matrix*)skinMatrices;
HAnimHierarchy *hier = Skin::getHierarchy(a); HAnimHierarchy *hier = Skin::getHierarchy(a);
if(hier){
Matrix *invMats = (Matrix*)skin->inverseMatrices; Matrix *invMats = (Matrix*)skin->inverseMatrices;
Matrix tmp; Matrix tmp;
Matrix *m = (Matrix*)skinMatrices; assert(skin->numBones == hier->numNodes);
if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){ if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){
for(i = 0; i < hier->numNodes; i++){ for(i = 0; i < hier->numNodes; i++){
invMats[i].flags = 0; invMats[i].flags = 0;
@ -240,6 +242,12 @@ uploadSkinMatrices(Atomic *a)
m++; m++;
} }
} }
}else{
for(i = 0; i < skin->numBones; i++){
m->setIdentity();
m++;
}
}
glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE, glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE,
(GLfloat*)skinMatrices); (GLfloat*)skinMatrices);
} }