mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Start of AnimationSystem
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@@ -17,10 +17,18 @@ cbuffer Constants
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float3 LightDir;
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}
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cbuffer SkinningMatrices
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{
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matrix SkinningMatrices[255];
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float3x3 InvTransSkinningMatrices[255];
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}
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struct VS_IN
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{
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float3 Position : POSITION;
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float3 Normal : NORMAL;
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float3 Position : POSITION;
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float3 Normal : NORMAL;
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uint4 JointIndices : JOINTS_0;
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float4 JointWeights : WEIGHTS_0;
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};
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struct PS_IN
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@@ -33,10 +41,31 @@ PS_IN VS(VS_IN input)
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{
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PS_IN output;
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float4 worldPosition = mul(Transform, float4(input.Position, 1));
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// Unanimated position in modelspace
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float4 positionRaw = float4(input.Position, 1);
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// Calculate animated position in modelspace
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float4 position =
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mul(SkinningMatrices[input.JointIndices.x], positionRaw) * input.JointWeights.x +
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mul(SkinningMatrices[input.JointIndices.y], positionRaw) * input.JointWeights.y +
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mul(SkinningMatrices[input.JointIndices.z], positionRaw) * input.JointWeights.z +
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mul(SkinningMatrices[input.JointIndices.w], positionRaw) * input.JointWeights.w;
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float3 normal =
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mul(InvTransSkinningMatrices[input.JointIndices.x], input.Normal) * input.JointWeights.x +
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mul(InvTransSkinningMatrices[input.JointIndices.y], input.Normal) * input.JointWeights.y +
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mul(InvTransSkinningMatrices[input.JointIndices.z], input.Normal) * input.JointWeights.z +
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mul(InvTransSkinningMatrices[input.JointIndices.w], input.Normal) * input.JointWeights.w;
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//position = saturate(position - 1000) + positionRaw;
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//float4 position = mul(SkinningMatrices[input.JointIndices.x], positionRaw);
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float4 worldPosition = mul(Transform, position);
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output.Position = mul(ViewProjection, worldPosition);
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output.Normal = mul((float3x3)Transform, input.Normal);
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output.Normal = mul((float3x3)Transform, normal);
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return output;
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}
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@@ -46,6 +75,7 @@ float4 PS(PS_IN input) : SV_TARGET
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input.Normal = normalize(input.Normal);
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float shading = dot(LightDir, input.Normal);
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//float shading = dot(LightDir, LightDir) + 1;
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shading = clamp(shading, 0.0f, 1.0f);
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return BaseColor * shading;
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+137
-21
@@ -10,6 +10,7 @@ using GlitchyEngine.Math;
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using GlitchyEngine.World;
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using System.Collections;
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using GlitchyEngine.Content;
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using GlitchyEngine.Renderer.Animation;
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namespace Sandbox
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{
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@@ -70,8 +71,6 @@ namespace Sandbox
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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EffectLibrary _effectLibrary ~ delete _;
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EcsWorld _world = new EcsWorld() ~ delete _;
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// OrthographicCameraController _cameraController ~ delete _;
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@@ -87,13 +86,13 @@ namespace Sandbox
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{
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_context = Application.Get().Window.Context..AddRef();
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_effectLibrary = new EffectLibrary(_context);
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var effectLibrary = Application.Get().EffectLibrary;
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_effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
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effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
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_effectLibrary.LoadNoRefInc("content\\Shaders\\testShader.hlsl");
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effectLibrary.LoadNoRefInc("content\\Shaders\\testShader.hlsl");
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var textureEffect = _effectLibrary.Load("content\\Shaders\\textureShader.hlsl");
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var textureEffect = effectLibrary.Load("content\\Shaders\\textureShader.hlsl");
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_depthTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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@@ -209,6 +208,7 @@ namespace Sandbox
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_cameraController = new .(Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
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Application.Get().Window.Context.SwapChain.BackbufferViewport.Height);
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_cameraController.CameraPosition = .(0, 0, -5);
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_cameraController.TranslationSpeed = 10;
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TestLoadModel();
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}
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@@ -217,6 +217,10 @@ namespace Sandbox
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List<(Matrix Transform, GeometryBinding Model)> _modelTest = new .() ~ UnloadModelTest!();
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Skeleton Skeleton ~ delete _;
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AnimationClip Clip ~ delete _;
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AnimationPlayer AnimationPlayer ~ delete _;
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mixin UnloadModelTest()
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{
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for(var entry in _modelTest)
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@@ -229,12 +233,20 @@ namespace Sandbox
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void TestLoadModel()
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{
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var testEffect = _effectLibrary.Get("testShader");
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var testEffect = Application.Get().EffectLibrary.Get("testShader");
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//ModelLoader.LoadModel("content\\Models\\Test\\axisTest.glb", _context, testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\RiggedSimple\\RiggedSimple.glb", _context, testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\Fox\\Fox_2.glb", _context, testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\DancingCylinder\\DancingCylinder.glb", _context, testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\Figure\\Figure.gltf", _context, testEffect, _modelTest, out Skeleton, out Clip);
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ModelLoader.LoadModel("content\\Models\\RiggedFigure\\RiggedFigure.glb", _context, testEffect, _modelTest, out Skeleton, out Clip);
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ModelLoader.LoadModel("content\\Models\\box.gltf", _context, testEffect, _modelTest);
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testEffect.ReleaseRef();
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if(Skeleton != null && Clip != null)
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AnimationPlayer = new AnimationPlayer(Skeleton, Clip);
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/*
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CGLTF.Options options = .();
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CGLTF.Data* data;
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@@ -277,9 +289,15 @@ namespace Sandbox
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}
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}
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float f = 0.0f;
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bool playAnimation = false;
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bool drawModel = false;
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public override void Update(GameTime gameTime)
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{
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f += (float)gameTime.FrameTime.TotalSeconds;
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_cameraController.Update(gameTime);
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RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
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@@ -296,24 +314,104 @@ namespace Sandbox
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_opaqueBlendState.Bind();
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var basicEffect = _effectLibrary.Get("basicShader");
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var basicEffect = Application.Get().EffectLibrary.Get("basicShader");
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// Model test
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{
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_context.SetRasterizerState(_rasterizerStateClockWise);
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//AnimationPlayer.CurrentClip.Samples[0].JointPose[1].Rotation = .(1, 0, 0, 1)..Normalize();
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var testEffect = _effectLibrary.Get("testShader");
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testEffect.Variables["BaseColor"].SetData(Color.White);
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testEffect.Variables["LightDir"].SetData(Vector3(-1, 1, -0.5f).Normalized());
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Matrix scaling = .Scaling(1f, 1.0f, -1.0f);
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for(var entry in _modelTest)
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var testEffect = Application.Get().EffectLibrary.Get("testShader");
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if(AnimationPlayer != null)
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{
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Renderer.Submit(entry.Model, testEffect, entry.Transform);
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if(playAnimation)
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AnimationPlayer.Update(gameTime);
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else
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{
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GameTime gt = new GameTime();
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AnimationPlayer.Update(gt);
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delete gt;
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}
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//_context.SetRasterizerState(_rasterizerStateClockWise);
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int i = 0;
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for(var globalPose in AnimationPlayer.Pose.GlobalPose)
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{
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Joint currentJoint = AnimationPlayer.Skeleton.Joints[i];
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Matrix bindPose = currentJoint.InverseBindPose.Invert();
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// Draw skeleton
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Matrix mat = AnimationPlayer.SkinningMatricies[i] * bindPose;
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uint8 parentId = currentJoint.ParentID;
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if(parentId != uint8.MaxValue)
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{
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Vector3 start = mat.Translation;
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Joint parent = AnimationPlayer.Skeleton.Joints[parentId];
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Matrix parentBindPose = parent.InverseBindPose.Invert();
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Matrix parentMatrix = AnimationPlayer.SkinningMatricies[parentId] * parentBindPose;
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Vector3 end = parentMatrix.Translation;
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Renderer.DrawLine(start, end, .Black, scaling);
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}
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Renderer.DrawLine(.Zero, Vector3(0.1f, 0, 0), .Red, scaling * mat);
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Renderer.DrawLine(.Zero, Vector3(0, 0.1f, 0), .Lime, scaling * mat);
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Renderer.DrawLine(.Zero, Vector3(0, 0, 0.1f), .Blue, scaling * mat);
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i++;
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}
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testEffect.Variables["SkinningMatrices"].SetData(AnimationPlayer.SkinningMatricies);
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testEffect.Variables["InvTransSkinningMatrices"].SetData(AnimationPlayer.InvTransSkinningMatricies);
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testEffect.Variables["BaseColor"].SetData(Color.White);
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testEffect.Variables["LightDir"].SetData(Vector3(1, 1, -0.5f).Normalized());
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}
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if(drawModel)
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{
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for(var entry in _modelTest)
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{
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Renderer.Submit(entry.Model, testEffect, .Identity * scaling);//entry.Transform
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}
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}
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/*
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// Draw bind pose
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for(Joint joint in Skeleton.Joints)
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{
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Matrix bindPose = joint.InverseBindPose.Invert();
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if(joint.ParentID != uint8.MaxValue)
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{
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Vector3 start = bindPose.Translation;
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Matrix parentBindPose = Skeleton.Joints[joint.ParentID].InverseBindPose.Invert();
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Vector3 end = parentBindPose.Translation;
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Renderer.DrawLine(start, end, .White);
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}
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Renderer.DrawLine(.Zero, Vector3(0.1f, 0, 0), .Red, bindPose);
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Renderer.DrawLine(.Zero, Vector3(0, 0.1f, 0), .Lime, bindPose);
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Renderer.DrawLine(.Zero, Vector3(0, 0, 0.1f), .Blue, bindPose);
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}
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*/
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testEffect.ReleaseRef();
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}
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_context.SetRasterizerState(_rasterizerState);
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for(var entity in _world.Enumerate(typeof(TransformComponent)))
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@@ -342,13 +440,13 @@ namespace Sandbox
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_checkerMaterial.SetVariable("BaseColor", Color.White);
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Renderer.Submit(_quadGeometryBinding, _checkerMaterial, .Scaling(1.5f));
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Renderer.Submit(_quadGeometryBinding, _checkerMaterial, Matrix.RotationZ(f) * .Scaling(1.5f));
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_alphaBlendState.Bind();
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_logoMaterial.SetVariable("BaseColor", Color.Pink);
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Renderer.Submit(_quadGeometryBinding, _logoMaterial, .Scaling(2f));
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Renderer.Submit(_quadGeometryBinding, _logoMaterial, .Translation(0, 0, -1) * .Scaling(2f));
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Renderer.EndScene();
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@@ -370,6 +468,24 @@ namespace Sandbox
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private bool OnImGuiRender(ImGuiRenderEvent e)
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{
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ImGui.Begin("Animation");
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if(AnimationPlayer != null)
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{
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ImGui.DragFloat("Timestamp", &AnimationPlayer.TimeStamp, 0.01f, -Clip.Duration, Clip.Duration);
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while(AnimationPlayer.TimeStamp < 0)
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{
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AnimationPlayer.TimeStamp += Clip.Duration;
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}
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ImGui.Checkbox("Play", &playAnimation);
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}
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ImGui.Checkbox("Draw Model", &drawModel);
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ImGui.End();
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ImGui.Begin("Test");
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ImGui.ColorEdit3("Square Color", ref _squareColor0);
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