Minor refactoring

This commit is contained in:
Vladislav Khorev committed 2026-04-16 15:07:59 +03:00
1 parent 71346b4227
commit d47cfd1b6b
4 files changed
+86 -108

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+11 -11
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@@ -291,24 +291,24 @@ void Character::draw(Renderer& renderer) {
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
anim.modelMutable.AssignFrom(anim.model.mesh);
anim.modelMutable.RefreshVBO();
modelMutable.AssignFrom(anim.model.mesh);
modelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
renderer.DrawVertexRenderStruct(anim.modelMutable);
renderer.DrawVertexRenderStruct(modelMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
void Character::prepareGpuSkinningVBOs(AnimationData& anim) {
void Character::prepareGpuSkinningVBOs(BoneAnimationData& anim) {
if (anim.gpuSkinningPrepared)
{
return;
}
anim.model.PrepareGpuSkinningData();
anim.model.gpuBoneData.PrepareGpuSkinningData(anim.model.verticesBoneWeight);
// Upload bind-pose mesh (static, done once)
anim.bindPoseMutable.AssignFrom(anim.model.startMesh);
@@ -443,9 +443,9 @@ void Character::drawShadowDepthCpu(Renderer& renderer) {
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
anim.modelMutable.AssignFrom(anim.model.mesh);
anim.modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(anim.modelMutable);
modelMutable.AssignFrom(anim.model.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
renderer.PopMatrix();
}
@@ -550,10 +550,10 @@ void Character::drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lig
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
anim.modelMutable.AssignFrom(anim.model.mesh);
anim.modelMutable.RefreshVBO();
modelMutable.AssignFrom(anim.model.mesh);
modelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
renderer.DrawVertexRenderStruct(anim.modelMutable);
renderer.DrawVertexRenderStruct(modelMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();