Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
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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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