Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
This commit is contained in:
@@ -25,6 +25,7 @@ public:
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private:
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IRenderer* m_Renderer;
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World* m_World = nullptr;
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Camera* m_Camera = nullptr;
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bool m_Enabled;
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bool m_Visible;
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@@ -56,6 +57,7 @@ private:
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EntityID m_WidgetOrigin = EntityID_Invalid;
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glm::vec3 m_WidgetCurrentAxis;
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float m_WidgetPickingDepth = 0.f;
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glm::vec3 m_WidgetPickingPosition = glm::vec3(0);
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EntityID m_Selection = EntityID_Invalid;
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EntityID m_LastSelection = EntityID_Invalid;
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@@ -27,7 +27,11 @@ public:
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void SetOrientation(glm::quat val);
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glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
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void SetProjectionMatrix(glm::mat4 val);
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void SetViewMatrix(glm::mat4 val);
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float AspectRatio() const { return m_AspectRatio; }
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void SetAspectRatio(float val);
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@@ -15,6 +15,7 @@ struct PickData
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EntityID Entity;
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glm::vec3 Position; //World position
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float Depth;
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::Camera* Camera;
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};
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class IRenderer
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@@ -11,10 +11,11 @@
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
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: RenderJob()
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{
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Model = model;
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@@ -27,6 +28,7 @@ struct ModelJob : RenderJob
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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World = world;
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};
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unsigned int TextureID;
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@@ -42,6 +44,7 @@ struct ModelJob : RenderJob
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const ::Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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const World* World;
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void CalculateHash() override
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{
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@@ -5,10 +5,9 @@
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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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#include "Util/UnorderedMapiVec2.h"
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#include "../Core/EventBroker.h"
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#include "../Core/World.h"
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class PickingPass
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{
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@@ -20,11 +19,12 @@ public:
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void ClearPicking();
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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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//const std::unordered_map<glm::ivec2, 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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@@ -42,12 +42,22 @@ private:
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ShaderProgram* m_PickingProgram;
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Camera* m_Camera;
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
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struct PickingInfo
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{
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EntityID Entity;
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const ::World* World;
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::Camera* Camera;
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};
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std::unordered_map<glm::ivec2, PickingInfo> 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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int m_ColorCounter[2];
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std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
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};
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#endif
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@@ -0,0 +1,24 @@
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#pragma once
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#ifndef UnorderedMapiVec2_h__
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#define UnorderedMapiVec2_h__
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#include <functional>
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#include <boost/functional/hash.hpp>
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#include <glm/vec2.hpp>
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template<>
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struct std::hash<glm::ivec2>
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{
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inline std::size_t operator()(const glm::ivec2 &v) const
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{
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return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
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}
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inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
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{
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return a.x == b.x && a.y == b.y;
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}
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};
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#endif
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@@ -127,7 +127,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
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auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
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glm::vec3 widgetOrientation = widgetTransform["Orientation"];
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glm::quat totalOrientation = m_Renderer->Camera()->Orientation() * glm::inverse(glm::quat(widgetOrientation));
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glm::quat totalOrientation = m_Camera->Orientation() * glm::inverse(glm::quat(widgetOrientation));
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int width;
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int height;
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@@ -139,14 +139,14 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
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delta2,
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m_WidgetPickingDepth,
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res,
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m_Renderer->Camera()->ProjectionMatrix(),
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m_Camera->ProjectionMatrix(),
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glm::toMat4(glm::inverse(totalOrientation))
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);
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glm::vec3 origin = ScreenCoords::ToWorldPos(
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glm::vec2(res.Width / 2.f, res.Height / 2.f),
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m_WidgetPickingDepth,
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res,
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m_Renderer->Camera()->ProjectionMatrix(),
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m_Camera->ProjectionMatrix(),
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glm::toMat4(glm::inverse(totalOrientation))
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);
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deltaWorld = deltaWorld - origin;
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@@ -252,7 +252,7 @@ void EditorSystem::Picking()
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(entity == m_WidgetZ) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneY)
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);
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m_WidgetPickingDepth = result.Depth;
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m_Camera = result.Camera;
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//auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
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//auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
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//widgetTransform["Position"] = (glm::vec3)selectionTransform["Position"];
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@@ -263,6 +263,7 @@ void EditorSystem::Picking()
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}
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setWidgetMode(m_WidgetMode);
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m_Selection = entity;
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m_Camera = result.Camera;
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}
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}
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}
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@@ -50,6 +50,18 @@ void Camera::SetOrientation(glm::quat val)
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UpdateViewMatrix();
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}
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void Camera::SetProjectionMatrix(glm::mat4 val)
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{
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m_ProjectionMatrix = val;
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}
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void Camera::SetViewMatrix(glm::mat4 val)
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{
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m_ViewMatrix = val;
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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@@ -28,7 +28,7 @@ void DrawScenePass::Draw(RenderScene& scene)
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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DrawScenePassState state;
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DrawScenePassState state = DrawScenePassState();
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -10,8 +10,8 @@ DrawScenePassState::DrawScenePassState()
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Enable(GL_CULL_FACE);
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Enable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
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// Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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DrawScenePassState::~DrawScenePassState()
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@@ -45,17 +45,15 @@ void PickingPass::InitializeShaderPrograms()
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void PickingPass::Draw(RenderScene& scene)
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{
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m_PickingColorsToEntity.clear();
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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int r = 0;
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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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std::map<EntityID, glm::vec2> entityColors;
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m_Camera = scene.Camera;
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@@ -63,22 +61,28 @@ void PickingPass::Draw(RenderScene& scene)
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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int pickColor[2] = { r, g };
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auto color = entityColors.find(modelJob->Entity);
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if (color != entityColors.end()) {
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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 = modelJob->Entity;
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pickInfo.World = modelJob->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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entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]);
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if (r + 10 > 255) {
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r = 0;
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g += 1;
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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]++;;
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} else {
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r += 1;
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m_ColorCounter[0]++;;
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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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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -101,6 +105,19 @@ void PickingPass::Draw(RenderScene& scene)
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void PickingPass::ClearPicking()
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{
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m_PickingColorsToEntity.clear();
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m_EntityColors.clear();
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] = 0;
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m_PickingBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_PickingBuffer.Unbind();
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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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@@ -114,14 +131,19 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, &m_PickingBuffer, m_DepthBuffer);
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pickData.Depth = data.Depth;
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auto it = m_PickingColorsToEntity.find(glm::vec2(data.Color[0], data.Color[1]));
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PickingInfo pickInfo;
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auto it = m_PickingColorsToEntity.find(glm::ivec2(data.Color[0], data.Color[1]));
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if (it != m_PickingColorsToEntity.end()) {
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pickData.Entity = it->second;
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pickInfo = it->second;
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} else {
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pickData.Entity = EntityID_Invalid;
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}
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix());
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pickData.Entity = pickInfo.Entity;
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pickData.Camera = pickInfo.Camera;
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return pickData;
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}
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@@ -10,8 +10,8 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
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Enable(GL_CULL_FACE);
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glm::vec4 clearColor = glm::vec4(0.f);
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ClearColor(clearColor);
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//ClearColor(clearColor);
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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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@@ -93,7 +93,7 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
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for (auto texGroup : model->TextureGroups) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent));
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
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jobs.push_back(modelJob);
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}
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}
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@@ -118,11 +118,25 @@ void RenderSystem::Update(World* world, double dt)
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//Only supports opaque geometry atm
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m_RenderFrame->Clear();
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RenderScene rs;
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rs.Camera = m_Camera;
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rs.Viewport = Rectangle(1280, 720);
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fillModels(rs.ForwardJobs, world);
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m_RenderFrame->Add(rs);
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RenderScene rs2;
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rs2.Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);;
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rs2.Camera->SetProjectionMatrix(glm::mat4(1));
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rs2.Camera->SetViewMatrix(glm::mat4(1));
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rs2.Viewport = Rectangle(1280, 720);
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fillModels(rs2.ForwardJobs, world);
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m_RenderFrame->Add(rs2);
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}
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void RenderSystem::updateCamera(World* world, double dt)
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@@ -167,7 +181,7 @@ void RenderSystem::updateCamera(World* world, double dt)
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m_Camera->SetOrientation(orientation);
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updateProjectionMatrix(cameraComponent);
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m_Camera->UpdateViewMatrix();
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}
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} else {
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m_Camera = m_DefaultCamera;
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@@ -186,5 +200,7 @@ void RenderSystem::updateCamera(World* world, double dt)
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}
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}
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}
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m_Camera->UpdateViewMatrix();
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}
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@@ -91,11 +91,15 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_PickingPass->ClearPicking();
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for (auto scene : frame.RenderScenes){
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m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
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m_PickingPass->Draw(*scene);
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
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m_DrawScenePass->Draw(*scene);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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