Added 3D picking of models to renderer
This commit is contained in:
@@ -12,9 +12,9 @@ void Renderer::Initialize()
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}
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glfwSwapInterval(m_VSYNC);
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m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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ModelsToDraw();
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}
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@@ -64,16 +64,35 @@ void Renderer::InitializeShaders()
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram.Compile();
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m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram.Link();
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram.Compile();
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m_DrawScreenQuadProgram.Link();
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}
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void Renderer::ModelsToDraw()
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{
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Model *m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
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m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
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EnqueueModel(m);
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Model *m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
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m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
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EnqueueModel(m2);
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Model *m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
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m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
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EnqueueModel(m3);
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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EnqueueModel(m_UnitSphere);
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
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EnqueueModel(MapModel);
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}
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void Renderer::EnqueueModel(Model* model)
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@@ -136,10 +155,26 @@ void Renderer::InputUpdate(double dt)
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m_CameraMoveSpeed = 0.5f;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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static double mousePosX, mousePosY;
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glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
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static double mousePosX, mousePosY;
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glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
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if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
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glm::vec3 data = GetClickedPixelData(mousePosX, m_Resolution.Height - mousePosY);
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glm::vec2 pixelData = glm::vec2(data);
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float depthData = data.z;
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printf("R: %f, G: %f, Depth: %f\n", pixelData.r, pixelData.g, depthData);
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if (pixelData != glm::vec2(0, 0)) {
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const Model* pickModel = m_PickingColorsToModels[pixelData];
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}
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}
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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double deltaX, deltaY;
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deltaX = mousePosX - (float)Resolution().Width / 2;
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deltaY = mousePosY - (float)Resolution().Height / 2;
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@@ -166,42 +201,173 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Render: Clean up draw code
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : m_TempRQ.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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m_BasicForwardProgram.Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass();
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DrawScreenQuad(m_PickingTexture);
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//DrawScene(rq);
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawScene(RenderQueueCollection& rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//TODO: Render: Clean up draw code
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : m_TempRQ.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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m_BasicForwardProgram.Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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}
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void Renderer::PickingPass()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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int r = 30;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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for (auto &job : m_TempRQ.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
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m_PickingColorsToModels[pickColor] = modelJob->Model;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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r+=50;
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if(r > 255) {
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r = 0;
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g+=50;
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}
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}
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}
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}
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_DrawScreenQuadProgram.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureToDraw);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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}
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// Will return a vec3 where RG is the PickColor and B is the Depth
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glm::vec3 Renderer::GetClickedPixelData(float x, float y)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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glm::vec2 pixelData;
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glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, m_DepthBuffer);
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float depthData;
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glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return glm::vec3(pixelData, depthData);
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}
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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glGenTextures(1, &m_PickingTexture);
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glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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
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GLERROR("m_PickingTexture initialization failed");
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}
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void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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glGenFramebuffers(1, &m_PickingBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
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GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, PickingBufferTextures);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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}
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@@ -150,4 +150,14 @@ void ShaderProgram::Bind()
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void ShaderProgram::Unbind()
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{
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glActiveShaderProgram(0, 0);
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}
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}
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void ShaderProgram::BindFragDataLocation(int index, std::string name)
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{
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if (m_ShaderProgramHandle == 0)
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return;
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glBindFragDataLocation(m_ShaderProgramHandle, index, name.c_str());
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}
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