Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
Conflicts: include/Engine/Rendering/Renderer.h src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -15,6 +15,8 @@ PickingPass::~PickingPass()
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}
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void PickingPass::InitializeTextures()
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{
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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@@ -245,6 +247,52 @@ void PickingPass::Draw(RenderScene& scene)
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}
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}
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for (auto& job : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob->Pickable) {
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continue;
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}
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RenderState jobState;
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if (spriteJob) {
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if (spriteJob->Depth == 0) {
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jobState.Disable(GL_DEPTH_TEST);
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}
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = spriteJob->Entity;
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pickInfo.World = spriteJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(spriteJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int)));
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}
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}
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/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -317,8 +365,6 @@ void PickingPass::Draw(RenderScene& scene)
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delete state;
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}
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void PickingPass::ClearPicking()
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{
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m_PickingColorsToEntity.clear();
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@@ -332,6 +378,15 @@ void PickingPass::ClearPicking()
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m_PickingBuffer.Unbind();
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}
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void PickingPass::OnWindowResize()
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{
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InitializeTextures();
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_PickingBuffer.Generate();
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}
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PickData PickingPass::Pick(glm::vec2 screenCoord)
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{
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int fbWidth;
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