Picking now returning world position
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@@ -46,10 +46,7 @@ public:
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float FarClip() const { return m_FarClip; }
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void SetFarClip(float val);
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float m_AspectRatio;
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float m_FOV;
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float m_NearClip;
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float m_FarClip;
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private:
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void UpdateViewMatrix();
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@@ -60,6 +57,11 @@ private:
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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float m_AspectRatio;
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float m_FOV;
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float m_NearClip;
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float m_FarClip;
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};
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#endif
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@@ -52,6 +52,11 @@ private:
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void DrawScreenQuad(GLuint textureToDraw);
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glm::vec3 GetClickedPixelData(float x, float y);
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void DrawScene(RenderQueueCollection& rq);
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//--------------------Utility functions----------------//
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glm::vec3 ScreenCoordsToWorldPos(glm::vec2 screenCoord, float depth);
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//EntityID ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram m_BasicForwardProgram;
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ShaderProgram m_PickingProgram;
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@@ -80,12 +80,14 @@ void Renderer::InitializeShaders()
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void Renderer::ModelsToDraw()
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{
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m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
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EnqueueModel(m);
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m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
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EnqueueModel(m2);
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m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
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EnqueueModel(m3);
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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EnqueueModel(m_UnitSphere);
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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@@ -160,18 +162,22 @@ void Renderer::InputUpdate(double dt)
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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 = GetClickedPixelData(mousePosX, m_Resolution.Height - mousePosY);
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glm::vec2 pixelData = glm::vec2(data);
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float depthData = data.z;
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printf("R: %f, G: %f, Depth: %f\n", pixelData.r, pixelData.g, depthData);
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glm::vec2 color = glm::vec2(data);
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float depth = data.z;
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glm::vec3 viewPos = ScreenCoordsToWorldPos(glm::vec2(mousePosX, m_Resolution.Height - mousePosY), depth);
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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", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
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if (pixelData != glm::vec2(0, 0)) {
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const Model* pickModel = m_PickingColorsToModels[pixelData];
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if (color != glm::vec2(0, 0)) {
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const Model* pickModel = m_PickingColorsToModels[color];
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}
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}
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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@@ -194,6 +200,33 @@ void Renderer::InputUpdate(double dt)
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m_Camera->SetPosition(m_Position);
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}
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// Utility functions should be moved to a better place
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glm::vec3 Renderer::ScreenCoordsToWorldPos(glm::vec2 screenCoord, float depth)
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{
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glm::vec4 pos;
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float near = m_Camera->NearClip();
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float far = m_Camera->FarClip();
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glm::vec3 ndc;
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ndc.x = screenCoord.x / m_Resolution.Width;
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ndc.y = screenCoord.y / m_Resolution.Height;
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glm::vec4 clipSpace = glm::vec4(glm::vec2(ndc.x, ndc.y) * 2.0f - 1.0f, (depth) * 2.0f - 1.0f, 1.0f);
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glm::vec4 EyeSpace = glm::inverse(m_Camera->ProjectionMatrix()) * clipSpace;
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glm::vec4 WorldSpace = glm::inverse(m_Camera->ViewMatrix()) * EyeSpace;
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WorldSpace = glm::vec4(glm::vec3(WorldSpace) / WorldSpace.w, 1.f);
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return glm::vec3(WorldSpace);
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}
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//EntityID Renderer::ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth)
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//{
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//
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//}
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void Renderer::Update(double dt)
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{
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InputUpdate(dt);
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@@ -204,6 +237,7 @@ 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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glfwSwapBuffers(m_Window);
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}
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