PickingPass now sets state and clear it when done.
PickingState now it's own class so renderer is a bit cleaner.
This commit is contained in:
@@ -0,0 +1,45 @@
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#ifndef PickingPass_h__
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#define PickingPass_h__
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#include "IRenderer.h"
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#include "PickingPassState.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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class PickingPass
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{
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public:
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PickingPass(IRenderer* renderer);
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~PickingPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderQueueCollection& rq);
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//Getters
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const ShaderProgram& PickingProgram() const { return m_PickingProgram; }
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const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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GLuint PickingTexture() const { return m_PickingTexture; }
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GLuint DepthBuffer() const { return m_DepthBuffer; }
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const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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const IRenderer* m_Renderer;
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ShaderProgram m_PickingProgram;
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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FrameBuffer m_PickingBuffer;
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};
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#endif
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@@ -10,6 +10,8 @@
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#include "Util/UnorderedMapVec2.h"
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#include "FrameBuffer.h"
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#include "../Core/World.h"
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#include "PickingPass.h"
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#define TILE_SIZE 16
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#define NUM_LIGHTS 3
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@@ -35,17 +37,12 @@ private:
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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FrameBuffer m_PickingBuffer;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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Model* m_ScreenQuad;
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
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PickingPass* m_PickingPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -53,9 +50,10 @@ private:
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeSSBOs();
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void InitializeRenderPasses();
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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void PickingPass(RenderQueueCollection& rq);
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//void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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void DrawScene(RenderQueueCollection& rq);
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@@ -106,7 +104,6 @@ private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram m_BasicForwardProgram;
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ShaderProgram m_PickingProgram;
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ShaderProgram m_DrawScreenQuadProgram;
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ShaderProgram m_CalculateFrustumProgram;
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ShaderProgram m_LightCullProgram;
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@@ -1,3 +1,5 @@
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#ifndef ShaderProgram_h__
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#define ShaderProgram_h__
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#include "../Common.h"
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#include "../OpenGL.h"
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@@ -79,3 +81,5 @@ private:
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GLuint m_ShaderProgramHandle;
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std::vector<std::shared_ptr<Shader>> m_Shaders;
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};
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#endif
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@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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{
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_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s %i %s", info, error, gluErrorString(error));
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_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
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return true;
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}
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@@ -48,13 +48,21 @@ void FrameBuffer::Generate()
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
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(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
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(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
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{
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LOG_ERROR("RenderBuffer Attachment not valid.");
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}
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break;
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}
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GLERROR("FrameBuffer generate");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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@@ -0,0 +1,105 @@
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#include "Rendering/PickingPass.h"
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PickingPass::PickingPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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InitializeTextures();
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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}
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PickingPass::~PickingPass()
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{
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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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glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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}
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void PickingPass::InitializeFrameBuffers()
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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_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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void PickingPass::InitializeShaderPrograms()
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{
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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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}
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void PickingPass::Draw(RenderQueueCollection& rq)
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{
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m_PickingColorsToEntity.clear();
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m_PickingBuffer.Bind();
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PickingPassState state;
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int r = 1;
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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 : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//---------------
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//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
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//---------------
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int pickColor[2] = { r, g };
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for (auto i : m_PickingColorsToEntity) {
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if (modelJob->Entity == i.second) {
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pickColor[0] = i.first.x;
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pickColor[1] = i.first.y;
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r -= 1;
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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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(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->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(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, nullptr, modelJob->StartIndex);
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r += 1;
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if (r > 255) {
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r = 0;
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g += 1;
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}
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}
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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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void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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//TODO: Renderer: Make this in a sparate class
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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@@ -3,6 +3,7 @@
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PickingPassState::PickingPassState()
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{
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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CullFace(GL_BACK);
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@@ -12,3 +13,7 @@ PickingPassState::PickingPassState()
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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PickingPassState::~PickingPassState()
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{
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}
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@@ -32,7 +32,7 @@ bool RenderState::CullFace(GLenum GLCullFace)
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glGetIntegerv(GL_CULL_FACE_MODE, &a);
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if(a == GL_BACK)
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{
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LOG_INFO("Setting Cullface to back, unessesary since this is already default.");
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//LOG_INFO("Setting Cullface to back, unessesary since this is already default.");
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}
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m_preCullFace = a;
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glCullFace(GLCullFace);
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@@ -11,6 +11,7 @@ void Renderer::Initialize()
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m_Camera = m_DefaultCamera;
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}
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TEMPCreateLights();
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InitializeRenderPasses();
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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@@ -71,24 +72,18 @@ void Renderer::InitializeShaders()
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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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m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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m_CalculateFrustumProgram.Compile();
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m_CalculateFrustumProgram.Link();
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//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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//m_CalculateFrustumProgram.Compile();
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//m_CalculateFrustumProgram.Link();
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m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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m_LightCullProgram.Compile();
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m_LightCullProgram.Link();
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//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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//m_LightCullProgram.Compile();
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//m_LightCullProgram.Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -125,26 +120,26 @@ 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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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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//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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// //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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@@ -177,8 +172,8 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass(rq);
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//DrawScreenQuad(m_PickingTexture);
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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//CullLights();
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DrawScene(rq);
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@@ -229,64 +224,63 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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GLERROR("DrawScene Error");
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}
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void Renderer::PickingPass(RenderQueueCollection& rq)
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{
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m_PickingColorsToEntity.clear();
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m_PickingBuffer.Bind();
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//void Renderer::PickingPass(RenderQueueCollection& rq)
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//{
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//m_PickingColorsToEntity.clear();
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//m_PickingBuffer.Bind();
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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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//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 = 1;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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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 = 1;
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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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//GLuint ShaderHandle = m_PickingProgram.GetHandle();
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//m_PickingProgram.Bind();
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|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
//for (auto &job : rq.Forward) {
|
||||
// auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
//---------------
|
||||
//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;
|
||||
|
||||
// if (modelJob) {
|
||||
// //---------------
|
||||
// //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
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
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(glm::vec2(pickColor[0], pickColor[1])));
|
||||
// //Render picking stuff
|
||||
// //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
// 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(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 += 1;
|
||||
if(r > 255) {
|
||||
r = 0;
|
||||
g += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
}
|
||||
// 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 += 1;
|
||||
// if(r > 255) {
|
||||
// r = 0;
|
||||
// g += 1;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
//m_PickingBuffer.Unbind();
|
||||
//GLERROR("PickingPass Error");
|
||||
//}
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
@@ -323,9 +317,6 @@ void Renderer::InitializeTextures()
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("m_PickingTexture initialization failed");
|
||||
*/
|
||||
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
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)
|
||||
@@ -342,13 +333,13 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
||||
|
||||
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
//glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
//glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
//
|
||||
//m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
//m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
//m_PickingBuffer.Generate();
|
||||
}
|
||||
|
||||
void Renderer::InitializeSSBOs()
|
||||
@@ -399,6 +390,11 @@ void Renderer::InitializeSSBOs()
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_PickingPass = new PickingPass(this);
|
||||
}
|
||||
|
||||
void Renderer::CalculateFrustum()
|
||||
{
|
||||
GLERROR("CalculateFrustum Error-1");
|
||||
|
||||
Reference in New Issue
Block a user