Added 3D picking of models to renderer

This commit is contained in:
viktorljung
2015-12-02 18:00:11 +01:00
parent eb50a747fa
commit 18b63c7ef3
9 changed files with 329 additions and 48 deletions
+1 -1
Submodule assets updated: 6428e2528c...a08447ddb3
+27 -1
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@@ -7,6 +7,7 @@
#include "ShaderProgram.h"
//TODO: Temp resourceManager
#include "../Core/ResourceManager.h"
#include "Util/UnorderedMapVec2.h"
class Renderer : public IRenderer
{
@@ -20,16 +21,41 @@ private:
RenderQueueCollection m_TempRQ;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed = 3.f;
float m_CameraMoveSpeed;
GLuint m_PickingBuffer;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
Model* m_ScreenQuad;
Model* m_UnitQuad;
Model* m_UnitSphere;
//Temporary
Model* m;
Model* m2;
Model* m3;
Model* MapModel;
std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
//----------------------Functions----------------------//
void InitializeWindow();
void InitializeShaders();
void InitializeTextures();
void InitializeFrameBuffers();
//TODO: Render: Remove ModelsToDraw from Renderer.
void ModelsToDraw();
void EnqueueModel(Model* model);
void InputUpdate(double dt);
void PickingPass();
void DrawScreenQuad(GLuint textureToDraw);
glm::vec3 GetClickedPixelData(float x, float y);
void DrawScene(RenderQueueCollection& rq);
//--------------------ShaderPrograms-------------------//
ShaderProgram m_BasicForwardProgram;
ShaderProgram m_PickingProgram;
ShaderProgram m_DrawScreenQuadProgram;
};
#endif
+1 -1
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@@ -18,7 +18,6 @@ public:
std::string GetFileName() const;
GLuint GetHandle() const;
bool IsCompiled() const;
protected:
GLenum m_ShaderType;
std::string m_FileName;
@@ -74,6 +73,7 @@ public:
GLuint GetHandle();
void Bind();
void Unbind();
void BindFragDataLocation(int index, std::string name);
private:
GLuint m_ShaderProgramHandle;
@@ -0,0 +1,19 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 texel = texture(Texture, Input.TextureCoordinate);
fragmentColor = texel;
//fragmentColor = vec4(1,0.5,0.7,1);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+19
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@@ -0,0 +1,19 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec2 PickingColor;
in VertexData{
vec3 Position;
}Input;
out vec4 TextureFragment;
void main()
{
TextureFragment = vec4(PickingColor, 0, 1);
}
+28
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@@ -0,0 +1,28 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 DiffuseVertexColor;
layout(location = 6) in vec4 SpecularVertexColor;
layout(location = 7) in vec4 BoneIndices1;
layout(location = 8) in vec4 BoneIndices2;
layout(location = 9) in vec4 BoneWeights1;
layout(location = 10) in vec4 BoneWeights2;
out VertexData{
vec3 Position;
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.Position = Position;
}
+210 -44
View File
@@ -12,9 +12,9 @@ void Renderer::Initialize()
}
glfwSwapInterval(m_VSYNC);
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
InitializeShaders();
InitializeTextures();
InitializeFrameBuffers();
ModelsToDraw();
}
@@ -64,16 +64,35 @@ void Renderer::InitializeShaders()
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
m_BasicForwardProgram.Compile();
m_BasicForwardProgram.Link();
m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
m_PickingProgram.Compile();
m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
m_PickingProgram.Link();
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
m_DrawScreenQuadProgram.Compile();
m_DrawScreenQuadProgram.Link();
}
void Renderer::ModelsToDraw()
{
Model *m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
EnqueueModel(m);
Model *m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
EnqueueModel(m2);
Model *m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
EnqueueModel(m3);
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
EnqueueModel(m_UnitSphere);
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
EnqueueModel(MapModel);
}
void Renderer::EnqueueModel(Model* model)
@@ -136,10 +155,26 @@ void Renderer::InputUpdate(double dt)
m_CameraMoveSpeed = 0.5f;
}
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
glm::vec3 data = GetClickedPixelData(mousePosX, m_Resolution.Height - mousePosY);
glm::vec2 pixelData = glm::vec2(data);
float depthData = data.z;
printf("R: %f, G: %f, Depth: %f\n", pixelData.r, pixelData.g, depthData);
if (pixelData != glm::vec2(0, 0)) {
const Model* pickModel = m_PickingColorsToModels[pixelData];
}
}
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
double deltaX, deltaY;
deltaX = mousePosX - (float)Resolution().Width / 2;
deltaY = mousePosY - (float)Resolution().Height / 2;
@@ -166,42 +201,173 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderQueueCollection& rq)
{
//TODO: Render: Clean up draw code
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : m_TempRQ.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
m_BasicForwardProgram.Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
}
//TODO: Renderer: Kanske borde vara längst upp i update.
PickingPass();
DrawScreenQuad(m_PickingTexture);
//DrawScene(rq);
glfwSwapBuffers(m_Window);
}
void Renderer::DrawScene(RenderQueueCollection& rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//TODO: Render: Clean up draw code
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : m_TempRQ.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
m_BasicForwardProgram.Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
}
}
void Renderer::PickingPass()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int r = 30;
int g = 0;
//TODO: Render: Add code for more jobs than modeljobs.
GLuint ShaderHandle = m_PickingProgram.GetHandle();
m_PickingProgram.Bind();
for (auto &job : m_TempRQ.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
m_PickingColorsToModels[pickColor] = modelJob->Model;
//Render picking stuff
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
r+=50;
if(r > 255) {
r = 0;
g+=50;
}
}
}
}
void Renderer::DrawScreenQuad(GLuint textureToDraw)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_DrawScreenQuadProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureToDraw);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
}
// Will return a vec3 where RG is the PickColor and B is the Depth
glm::vec3 Renderer::GetClickedPixelData(float x, float y)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
glm::vec2 pixelData;
glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_DepthBuffer);
float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return glm::vec3(pixelData, depthData);
}
void Renderer::InitializeTextures()
{
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
glGenTextures(1, &m_PickingTexture);
glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGB, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
GLERROR("m_PickingTexture initialization failed");
}
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
glGenFramebuffers(1, &m_PickingBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, PickingBufferTextures);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
}
+11 -1
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@@ -150,4 +150,14 @@ void ShaderProgram::Bind()
void ShaderProgram::Unbind()
{
glActiveShaderProgram(0, 0);
}
}
void ShaderProgram::BindFragDataLocation(int index, std::string name)
{
if (m_ShaderProgramHandle == 0)
return;
glBindFragDataLocation(m_ShaderProgramHandle, index, name.c_str());
}