fixed so the picking works with the new framebuffer class
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@@ -5,6 +5,7 @@
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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#include "../../Core/Util/Rectangle.h"
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#include "FrameBuffer.h"
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class ScreenCoords
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{
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@@ -17,8 +18,8 @@ public:
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static glm::vec3 ToWorldPos(float x, float y, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
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//Return data from the given buffers at the coordinates given in screenspace. Buffer should probably have a texture that covers the screen.
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//Data is given as R = x, B = y, and
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static glm::vec3 ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer);
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//Return EntityID of the clicked coordinate in given screenspace coordinates.
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//EntityID ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth);
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@@ -161,7 +161,7 @@ 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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glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, m_PickingBuffer, m_DepthBuffer);
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glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
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glm::vec2 color = glm::vec2(data);
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float depth = data.z;
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@@ -169,7 +169,7 @@ void Renderer::InputUpdate(double dt)
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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", color.r, color.g, 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("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
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if (color != glm::vec2(0, 0)) {
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const Model* pickModel = m_PickingColorsToModels[color];
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@@ -209,8 +209,8 @@ void Renderer::Draw(RenderQueueCollection& rq)
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass();
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DrawScreenQuad(m_PickingTexture);
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//DrawScreenQuad(m_DepthBuffer);
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//DrawScene(rq);
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// DrawScene(rq);
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glfwSwapBuffers(m_Window);
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}
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@@ -298,7 +298,7 @@ void Renderer::PickingPass()
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}
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}
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}
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m_PickingBuffer.Unbind();
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}
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@@ -29,12 +29,12 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
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return ToWorldPos(screenCoord.x, screenCoord.y, depth, screenWidth, screenHeight, cameraProjectionMat, cameraViewMat);
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}
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glm::vec3 ScreenCoords::ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer)
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glm::vec3 ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, PickDataBuffer);
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PickDataBuffer->Bind();
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glm::vec2 pixelData;
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glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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PickDataBuffer->Unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
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float depthData;
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@@ -44,7 +44,7 @@ glm::vec3 ScreenCoords::ToPixelData(float x, float y, GLuint PickDataBuffer, GLu
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return glm::vec3(pixelData, depthData);
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}
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glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer)
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glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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{
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return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
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}
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