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