Merge remote-tracking branch 'origin/Picking' into RendererDecoupling
# Conflicts: # include/Engine/Rendering/Renderer.h # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -34,10 +34,10 @@ RawModel::RawModel(std::string fileName)
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numIndices += face.mNumIndices;
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}
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}
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LOG_DEBUG("Vertex count %i", numVertices);
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LOG_DEBUG("Index count %i", numIndices);
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//LOG_DEBUG("Vertex count %i", numVertices);
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//LOG_DEBUG("Index count %i", numIndices);
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LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
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//LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
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std::vector<std::tuple<std::string, glm::mat4>> boneInfo;
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std::map<std::string, int> boneNameMapping;
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@@ -132,35 +132,35 @@ RawModel::RawModel(std::string fileName)
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matGroup.EndIndex = m_Indices.size() - 1;
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// Material shininess
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material->Get(AI_MATKEY_SHININESS, matGroup.Shininess);
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LOG_DEBUG("Shininess: %f", matGroup.Shininess);
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//LOG_DEBUG("Shininess: %f", matGroup.Shininess);
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// Diffuse texture
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LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
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//LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
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if (material->GetTextureCount(aiTextureType_DIFFUSE)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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// Normal map
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LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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if (material->GetTextureCount(aiTextureType_HEIGHT)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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// Specular map
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LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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if (material->GetTextureCount(aiTextureType_SPECULAR)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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TextureGroups.push_back(matGroup);
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@@ -216,20 +216,20 @@ RawModel::RawModel(std::string fileName)
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m_Skeleton = new Skeleton();
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CreateSkeleton(boneInfo, boneNameMapping, scene->mRootNode, -1);
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int numBones = m_Skeleton->Bones.size();
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LOG_DEBUG("Bone count: %i", numBones);
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//LOG_DEBUG("Bone count: %i", numBones);
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if (numBones > 0) {
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m_Skeleton->PrintSkeleton();
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}
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}
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// Animations
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LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
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//LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
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for (int i = 0; i < scene->mNumAnimations; ++i) {
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auto animation = scene->mAnimations[i];
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std::string animationName = animation->mName.C_Str();
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LOG_DEBUG("Animation: %s", animationName.c_str());
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LOG_DEBUG("Duration: %f", animation->mDuration);
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LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
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//LOG_DEBUG("Animation: %s", animationName.c_str());
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//LOG_DEBUG("Duration: %f", animation->mDuration);
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//LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
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Skeleton::Animation skelAnim;
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skelAnim.Name = animationName;
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@@ -303,7 +303,7 @@ void RawModel::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &b
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// Find the bone by name in the bone info list
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if (boneNameMapping.find(nodeName) == boneNameMapping.end()) {
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LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
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//LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
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} else {
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glm::mat4 offsetMatrix;
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int ID = boneNameMapping[nodeName];
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@@ -15,49 +15,87 @@ void RenderQueueFactory::Update(World* world)
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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//should really return absolute model matrix based on parents position, scale and orientation
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//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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glm::vec3 position = AbsolutePosition(world, entity);
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glm::quat orientation = AbsoluteOrientation(world, entity);
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glm::vec3 scale = AbsoluteScale(world, entity);
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::vec3 position = transformComponent["Position"];
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glm::vec3 scale = transformComponent["Scale"];
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glm::quat oritentation = transformComponent["Orientation"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
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{
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// positionComponent.EntityID
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return glm::vec3();
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glm::vec3 position;
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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position += AbsoluteOrientation(world, entity) * (glm::vec3)transform["Position"];
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entity = world->GetParent(entity);
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} while (entity != 0);
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return position;
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}
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glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
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{
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glm::quat orientation;
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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entity = world->GetParent(entity);
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} while (entity != 0);
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return orientation;
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}
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glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
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{
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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glm::vec3 scale = (glm::vec3)transform["Scale"];
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EntityID parent = world->GetParent(entity);
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if (parent != 0) {
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return AbsoluteScale(world, parent) * scale;
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} else {
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return scale;
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}
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}
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void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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{
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for(auto& modelC : world->GetComponents("Model")) {
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ModelJob job;
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std::string resource = modelC["Resource"];
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::Load<Model>(resource);
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auto models = world->GetComponents("Model");
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if (models == nullptr) {
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return;
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}
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for (auto texGroup : model->TextureGroups) {
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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for (auto& modelC : *models) {
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std::string resource = modelC["Resource"];
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if (resource.empty()) {
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continue;
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}
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::Load<Model>(resource);
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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for (auto texGroup : model->TextureGroups) {
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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renderQueue->Add(job);
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}
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}
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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}
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}
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void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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@@ -3,7 +3,6 @@
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void Renderer::Initialize()
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{
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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@@ -120,26 +119,8 @@ void Renderer::InputUpdate(double dt)
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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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// ScreenCoords::PixelData data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
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//
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// glm::vec3 viewPos = ScreenCoords::ToWorldPos(mousePosX, m_Resolution.Height - mousePosY, data.Depth, m_Resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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// // glm::vec3 worldPos = glm::vec3(glm::inverse(m_Camera->ViewMatrix()) * glm::vec4(viewPos, 1.f));
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// //printf("R: %f, G: %f, Depth: %f\n", data.Color[0], data.Color[1], data.Depth);
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// //printf("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
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// //printf("\n\n---------------------------\n");
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// //auto got = m_PickingColorsToEntity.find(glm::vec2(data.Color[0], data.Color[1]));
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// //if (got == m_PickingColorsToEntity.end())
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// // printf("Color (R:%f, G:%f) not found.\n", data.Color[0], data.Color[1]);
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// //else
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// // printf("R:%f G:%f, EntityID: %i\n", got->first.r, got->first.g, got->second);
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// //printf("----\n");
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// //for (auto i : m_PickingColorsToEntity) {
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// // printf("Entity: %i, Color: R: %f, G: %f\n", i.second, i.first.r, i.first.g);
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// //}
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// //printf("---------------------------\n\n");
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//}
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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@@ -165,7 +146,8 @@ void Renderer::InputUpdate(double dt)
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void Renderer::Update(double dt)
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{
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InputUpdate(dt);
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m_EventBroker->Process<Renderer>();
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InputUpdate(dt);
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}
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@@ -280,7 +262,17 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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//}
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//m_PickingBuffer.Unbind();
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//GLERROR("PickingPass Error");
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//}
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//Publish pick event every frame with the pick data that can be picked by the event
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Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Camera->ProjectionMatrix(),
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m_Camera->ViewMatrix(),
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m_Resolution,
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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@@ -56,3 +56,4 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBu
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{
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return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
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}
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