convert bone uniform to use shader set method
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austin 2024-08-28 17:02:18 -04:00
parent 9292e74221
commit 2c3e377810

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@ -446,10 +446,8 @@ public class Mesh {
//Handle bones //Handle bones
// //
if(bones != null && !bones.isEmpty()){ if(bones != null && !bones.isEmpty()){
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 1); openGLState.getActiveShader().setUniform(openGLState, "hasBones", 1);
Globals.renderingEngine.checkError(); openGLState.getActiveShader().setUniform(openGLState, "numBones", bones.size());
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "numBones"), bones.size());
Globals.renderingEngine.checkError();
Iterator<String> boneIterator = boneIdList.iterator(); Iterator<String> boneIterator = boneIdList.iterator();
// float bufferarray[] = new float[16]; // float bufferarray[] = new float[16];
int incrementer = 0; int incrementer = 0;
@ -465,27 +463,22 @@ public class Mesh {
// System.out.println(currentUniform); // System.out.println(currentUniform);
// System.out.println(currentMat); // System.out.println(currentMat);
// } // }
openGLState.getActiveShader().setUniform(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), currentMat); openGLState.getActiveShader().setUniform(openGLState, currentUniform, currentMat);
Globals.renderingEngine.checkError();
// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray); // GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray);
} else { } else {
// System.out.println("Bonename: " + boneName); // System.out.println("Bonename: " + boneName);
// System.exit(1); // System.exit(1);
openGLState.getActiveShader().setUniform(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), new float[16]); openGLState.getActiveShader().setUniform(openGLState, currentUniform, new float[16]);
Globals.renderingEngine.checkError();
// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]); // GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]);
} }
incrementer++; incrementer++;
} }
} else { } else {
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 0); openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
Globals.renderingEngine.checkError();
} }
} else { } else {
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 0); openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
Globals.renderingEngine.checkError();
} }
Globals.renderingEngine.checkError();
if(renderPipelineState.getBufferStandardUniforms()){ if(renderPipelineState.getBufferStandardUniforms()){