removing old uniforms
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austin 2025-05-19 11:22:00 -04:00
parent 501d2898b7
commit a6aa34a0f7
7 changed files with 20 additions and 39 deletions

View File

@ -22,8 +22,6 @@ uniform mat4 lightSpaceMatrix;
const int MAX_WEIGHTS = 4;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int hasBones;
uniform int numBones;

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@ -20,8 +20,6 @@ uniform mat4 projection;
const int MAX_WEIGHTS = 4;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int hasBones;
uniform int numBones;
@ -38,18 +36,16 @@ void main() {
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
if(hasBones==1){
//calculate bone transform
mat4 BoneTransform = (bones[int(aIndex[0])] * aWeights[0]);
BoneTransform = BoneTransform + (bones[int(aIndex[1])] * aWeights[1]);
BoneTransform = BoneTransform + (bones[int(aIndex[2])] * aWeights[2]);
BoneTransform = BoneTransform + (bones[int(aIndex[3])] * aWeights[3]);
//calculate bone transform
mat4 BoneTransform = (bones[int(aIndex[0])] * aWeights[0]);
BoneTransform = BoneTransform + (bones[int(aIndex[1])] * aWeights[1]);
BoneTransform = BoneTransform + (bones[int(aIndex[2])] * aWeights[2]);
BoneTransform = BoneTransform + (bones[int(aIndex[3])] * aWeights[3]);
//apply bone transform to position vectors
FinalVertex = BoneTransform * vec4(aPos, 1.0);
FinalNormal = BoneTransform * vec4(aNormal, 1.0);
}
//apply bone transform to position vectors
FinalVertex = BoneTransform * vec4(aPos, 1.0);
FinalNormal = BoneTransform * vec4(aNormal, 1.0);
//make sure the W component is 1.0
FinalVertex = vec4(FinalVertex.xyz, 1.0);

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@ -10,8 +10,6 @@ uniform mat4 model;
const int MAX_WEIGHTS = 4;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int numBones;
uniform int hasBones;
void main(){
mat4 BoneTransform = (bones[int(aIndex[0])] * aWeights[0]);
@ -23,9 +21,7 @@ void main(){
//normalize w component
FinalVertex = vec4(FinalVertex.xyz, 1.0);
if(hasBones == 0){
FinalVertex = vec4(aPos, 1.0);
}
FinalVertex = vec4(aPos, 1.0);
gl_Position = lightSpaceMatrix * model * FinalVertex;
}

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@ -22,8 +22,6 @@ uniform mat4 lightSpaceMatrix;
const int MAX_WEIGHTS = 4;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int hasBones;
uniform int numBones;

View File

@ -12,8 +12,6 @@ uniform mat4 projection;
const int MAX_WEIGHTS = 4;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int numBones;
uniform int hasBones;
void main()
{
@ -32,9 +30,7 @@ void main()
FinalVertex = vec4(FinalVertex.xyz, 1.0);
//have to account for if dont have bones
if(hasBones == 0){
FinalVertex = vec4(aPos, 1.0);
}
FinalVertex = vec4(aPos, 1.0);
gl_Position = projection * view * model * FinalVertex;
}

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@ -1897,6 +1897,7 @@ Renderer code cleanup
Renderer code cleanup
Shader uniform parsing from source code
Visual shader uniform location caching
Remove old uniforms from shaders and code to push uniforms

View File

@ -463,14 +463,8 @@ public class Mesh {
Globals.renderingEngine.checkError();
if(material == null){
Globals.renderingEngine.getDefaultMaterial().applyMaterial(openGLState);
openGLState.getActiveShader().setUniform(openGLState, "hasTransparency", 0);
} else {
material.applyMaterial(openGLState);
if(material.hasTransparency){
openGLState.getActiveShader().setUniform(openGLState, "hasTransparency", 1);
} else {
openGLState.getActiveShader().setUniform(openGLState, "hasTransparency", 0);
}
}
Globals.renderingEngine.checkError();
}
@ -518,13 +512,12 @@ public class Mesh {
}
boolean sentBones = false;
if(renderPipelineState.getUseBones()){
//
//Handle bones
//
if(bones != null && !bones.isEmpty()){
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 1);
openGLState.getActiveShader().setUniform(openGLState, "numBones", bones.size());
Iterator<String> boneIterator = boneIdList.iterator();
int incrementer = 0;
while (boneIterator.hasNext()){
@ -539,11 +532,14 @@ public class Mesh {
}
incrementer++;
}
} else {
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
sentBones = true;
}
}
if(!sentBones){
for(int i = 0; i < 4; i++){
String currentUniform = "bones[" + i + "]";
openGLState.getActiveShader().setUniform(openGLState, currentUniform, new Matrix4d().identity());
}
} else {
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
}