Added picking event
This commit is contained in:
@@ -0,0 +1,69 @@
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#ifndef Events_Picking_h__
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#define Events_Picking_h__
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../Core/EventBroker.h"
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#include "Util/ScreenCoords.h"
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#include "FrameBuffer.h"
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#include "../Core/Entity.h"
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#include "Util/UnorderedMapVec2.h"
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namespace Events
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{
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/** Thrown Every frame, use functions to pick*/
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struct Picking : Event
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{
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public:
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Picking(FrameBuffer* pickingBuffer, GLuint* depthBuffer, glm::mat4 projectionMatrix, glm::mat4 viewMatrix, Rectangle resolution, const std::unordered_map<glm::vec2, EntityID>* pickingColorsToEntity)
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: PickingBuffer(pickingBuffer)
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, DepthBuffer(depthBuffer)
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, ProjectionMatrix(projectionMatrix)
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, ViewMatrix(viewMatrix)
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, Resolution(resolution)
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, PickingColorsToEntity(pickingColorsToEntity)
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{ }
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struct PickData
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{
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//Picked Entity
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EntityID Entity;
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//World position of the "pick"
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glm::vec3 Position;
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};
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PickData Pick(glm::vec2 screenCoord) const
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{
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PickData pickData;
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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
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auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
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if (it != PickingColorsToEntity->end()) {
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pickData.Entity = it->second;
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} else {
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pickData.Entity = -1;
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}
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, Resolution.Width - screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
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return pickData;
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}
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private:
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FrameBuffer* PickingBuffer;
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GLuint* DepthBuffer;
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const glm::mat4 ProjectionMatrix;
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const glm::mat4 ViewMatrix;
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const Rectangle Resolution;
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const std::unordered_map<glm::vec2, EntityID>* PickingColorsToEntity;
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};
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}
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#endif
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@@ -11,15 +11,24 @@
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#include "FrameBuffer.h"
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#include "../Core/World.h"
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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class Renderer : public IRenderer
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{
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public:
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{ }
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virtual void Initialize() override;
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virtual void Update(double dt) override;
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virtual void Draw(RenderQueueCollection& rq) override;
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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@@ -31,8 +40,6 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
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//----------------------Functions----------------------//
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@@ -3,7 +3,6 @@
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void Renderer::Initialize()
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{
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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@@ -116,26 +115,6 @@ 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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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
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glm::vec3 viewPos = ScreenCoords::ToWorldPos(mousePosX, m_Resolution.Height - mousePosY, data.Depth, m_Resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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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", data.Color[0], data.Color[1], data.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("\n\n---------------------------\n");
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auto got = m_PickingColorsToEntity.find(glm::vec2(data.Color[0], data.Color[1]));
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if (got == m_PickingColorsToEntity.end())
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printf("Color (R:%f, G:%f) not found.\n", data.Color[0], data.Color[1]);
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else
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printf("R:%f G:%f, EntityID: %i\n", got->first.r, got->first.g, got->second);
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//printf("----\n");
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//for (auto i : m_PickingColorsToEntity) {
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// printf("Entity: %i, Color: R: %f, G: %f\n", i.second, i.first.r, i.first.g);
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//}
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//printf("---------------------------\n\n");
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}
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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@@ -161,7 +140,8 @@ void Renderer::InputUpdate(double dt)
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void Renderer::Update(double dt)
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{
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InputUpdate(dt);
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m_EventBroker->Process<Renderer>();
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InputUpdate(dt);
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}
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@@ -276,6 +256,17 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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//Publish pick event every frame with the pick data that can be picked by the event
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Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Camera->ProjectionMatrix(),
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m_Camera->ViewMatrix(),
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m_Resolution,
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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}
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@@ -56,3 +56,4 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBu
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{
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return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
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}
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+2
-2
@@ -16,7 +16,7 @@ Game::Game(int argc, char* argv[])
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m_RenderQueueFactory = new RenderQueueFactory();
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// Create the renderer
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m_Renderer = new Renderer();
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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@@ -65,12 +65,12 @@ void Game::Tick()
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m_EventBroker->Swap();
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m_InputManager->Update(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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testTick(dt);
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m_Renderer->Update(dt);
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m_RenderQueueFactory->Update(m_World);
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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