-
Notifications
You must be signed in to change notification settings - Fork 2
/
skeletalDrawing.cpp
67 lines (43 loc) · 1.42 KB
/
skeletalDrawing.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
#include "skeletalDrawing.h"
#include "renderer.h"
#include "boneActor.h"
#include "skeletalActor.h"
#include "spriteMeshLoader.h"
#include "input.h"
SkeletalDrawing::SkeletalDrawing(){
drawType=DRAW_PARTICLES;
skeletonName="NULL";
registerProperties();
}
SkeletalDrawing::~SkeletalDrawing(){}
void SkeletalDrawing::registerProperties(){
createMemberID("SKELETONNAME",&skeletonName,this);
ParticleSystem::registerProperties();
}
void SkeletalDrawing::setup(){
ParticleSystem::setup();
}
void SkeletalDrawing::updateShaders(){
ParticleSystem::updateShaders();
if (sceneShaderID=="skinning"){
GLint uniform_location=0;
int boneIndices[]={-1,-1,-1,-1};
int current=0;
//determine the bones we've got selected
for (int i=0;i<(int)input->selectedActors.size();i++){
for (int j=0;j<(int)bones.size();j++){
if (input->selectedActors[i]==bones[j]){
if (current<4){
boneIndices[current]=j;
current++;
}else cout << "too many bones selected!" << endl;
}
}
}
uniform_location = glGetUniformLocation(renderer->shaderList[sceneShaderID]->shader, "boneIndices");
glUniform1iv(uniform_location,4,(GLint*)&boneIndices);
}
}
void SkeletalDrawing::trigger(Actor * other){
}
void SkeletalDrawing::create(){renderer->addActor(this);}