PickingPass now sets state and clear it when done.
PickingState now it's own class so renderer is a bit cleaner.
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@@ -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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