Added a ScreenCoords class with some util functions to clean up the Renderer class.

This commit is contained in:
Tleety
2015-12-03 18:14:52 +01:00
parent 6a24ed534a
commit 1c06c06816
5 changed files with 85 additions and 54 deletions
@@ -0,0 +1,29 @@
#ifndef ScreenCoords_h__
#define ScreenCoords_h__
#include "../../Common.h"
#include "../../OpenGL.h"
#include "../../GLM.h"
#include "../../Core/Util/Rectangle.h"
class ScreenCoords
{
public:
ScreenCoords() = delete;
//Return world position from given screenspace coordinates and depth value in viewspace.
static glm::vec3 ToWorldPos(glm::vec2 screenCoord, float depth, Rectangle resolution, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
static glm::vec3 ToWorldPos(float x, float y, float depth, Rectangle resolution, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
static glm::vec3 ToWorldPos(glm::vec2 screenCoord, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
static glm::vec3 ToWorldPos(float x, float y, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
//Return data from the given buffers at the coordinates given in screenspace. Buffer should probably have a texture that covers the screen.
//Data is given as R = x, B = y, and
static glm::vec3 ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer);
static glm::vec3 ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer);
//Return EntityID of the clicked coordinate in given screenspace coordinates.
//EntityID ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth);
private:
};
#endif