Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking

This commit is contained in:
Jocke
2015-12-11 11:59:22 +01:00
7 changed files with 138 additions and 37 deletions
+34 -26
View File
@@ -3,7 +3,6 @@
void Renderer::Initialize()
{
InitializeWindow();
// Create default camera
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
@@ -116,23 +115,6 @@ void Renderer::InputUpdate(double dt)
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
glm::vec2 color = glm::vec2(data);
float depth = data.z;
glm::vec3 viewPos = ScreenCoords::ToWorldPos(mousePosX, m_Resolution.Height - mousePosY, depth, m_Resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
// glm::vec3 worldPos = glm::vec3(glm::inverse(m_Camera->ViewMatrix()) * glm::vec4(viewPos, 1.f));
//printf("R: %f, G: %f, Depth: %f\n", color.r, color.g, depth);
//printf("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
if (color != glm::vec2(0, 0)) {
EntityID pickedEntity = m_PickingColorsToEntity[color];
printf("Picked Entity: %i", pickedEntity);
}
}
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
@@ -158,7 +140,8 @@ void Renderer::InputUpdate(double dt)
void Renderer::Update(double dt)
{
InputUpdate(dt);
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
}
@@ -213,10 +196,12 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
continue;
}
}
GLERROR("DrawScene Error");
}
void Renderer::PickingPass(RenderQueueCollection& rq)
{
m_PickingColorsToEntity.clear();
m_PickingBuffer.Bind();
glEnable(GL_DEPTH_TEST);
@@ -225,7 +210,7 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int r = 30;
int r = 1;
int g = 0;
//TODO: Render: Add code for more jobs than modeljobs.
@@ -237,8 +222,18 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
m_PickingColorsToEntity[pickColor] = modelJob->Entity;
//---------------
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
//---------------
int pickColor[2] = { r, g };
for (auto i : m_PickingColorsToEntity) {
if(modelJob->Entity == i.second) {
pickColor[0] = i.first.x;
pickColor[1] = i.first.y;
r -= 1;
}
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
//Render picking stuff
@@ -246,19 +241,32 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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;
r += 1;
if(r > 255) {
r = 0;
g+=50;
g += 1;
}
}
}
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
//Publish pick event every frame with the pick data that can be picked by the event
Events::Picking pickEvent = Events::Picking(
&m_PickingBuffer,
&m_DepthBuffer,
m_Camera->ProjectionMatrix(),
m_Camera->ViewMatrix(),
m_Resolution,
&m_PickingColorsToEntity);
m_EventBroker->Publish(pickEvent);
}
@@ -300,7 +308,7 @@ void Renderer::InitializeTextures()
*/
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_FLOAT);
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
+14 -5
View File
@@ -29,22 +29,31 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
return ToWorldPos(screenCoord.x, screenCoord.y, depth, screenWidth, screenHeight, cameraProjectionMat, cameraViewMat);
}
glm::vec3 ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
PickDataBuffer->Bind();
glm::vec2 pixelData;
glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
unsigned char pdata[2];
glReadPixels(x, y, 1, 1, GL_RG, GL_UNSIGNED_BYTE, &pdata);
PickDataBuffer->Unbind();
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return glm::vec3(pixelData, depthData);
PixelData p;
p.Color[0] = (int)pdata[0];
p.Color[1] = (int)pdata[1];
p.Depth = depthData;
GLERROR("ScreenCoords::ToPixelData Error");
return p;
}
glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
ScreenCoords::PixelData ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
}