Removed picking event and added a pick function to renderer
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@@ -7,7 +7,6 @@
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#include "../Core/ConfigFile.h"
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#include "../Input/EInputCommand.h"
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#include "../Rendering/IRenderer.h"
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#include "../Rendering/EPicking.h"
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#include "../Rendering/RenderSystem.h"
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class EditorSystem : public ImpureSystem
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@@ -59,8 +58,8 @@ private:
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bool OnMousePress(const Events::MousePress& e);
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EventRelay<EditorSystem, Events::MouseMove> m_EMouseMove;
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bool OnMouseMove(const Events::MouseMove& e);
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EventRelay<EditorSystem, Events::Picking> m_EPicking;
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bool OnPicking(const Events::Picking& e);
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void Picking();
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void updateWidget();
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void setWidgetMode(WidgetMode newMode);
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@@ -1,74 +0,0 @@
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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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// Depth
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float Depth;
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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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// Invert screen y coordinate
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screenCoord.y = Resolution.Height - screenCoord.y;
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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
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pickData.Depth = data.Depth;
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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 = 0;
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}
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, 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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@@ -10,6 +10,13 @@
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#include "RenderQueue.h"
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#include "Model.h"
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struct PickData
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{
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EntityID Entity;
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glm::vec3 Position; //World position
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float Depth;
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};
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class IRenderer
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{
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public:
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@@ -32,6 +39,7 @@ public:
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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protected:
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Rectangle m_Resolution = Rectangle(1280, 720);
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@@ -7,7 +7,8 @@
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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class PickingPass
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{
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@@ -28,6 +29,8 @@ public:
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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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PickData Pick(glm::vec2 screenCoord);
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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@@ -12,11 +12,8 @@
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#include "RenderJob.h"
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#include "ModelJob.h"
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class Model;
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class Skeleton;
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class Texture;
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//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
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/*
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@@ -88,7 +85,7 @@ struct RenderScene
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::Camera* Camera;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> LightJobs;
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Rectangle ViewPort;
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void Clear()
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{
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@@ -125,8 +122,7 @@ public:
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}
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std::list<std::shared_ptr<RenderScene>> RenderScenes;
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private:
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int m_Size = 0;
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};
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@@ -12,12 +12,12 @@
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#include "../Input/EInputCommand.h"
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#include "Camera.h"
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#include "ModelJob.h"
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#include "Renderer.h"
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(EventBroker* eventBrokerer, RenderFrame* renderFrame);
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(World* world, double dt) override;
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@@ -29,6 +29,7 @@ public:
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private:
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World* m_World = nullptr;
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const IRenderer* m_Renderer = nullptr;
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RenderFrame* m_RenderFrame;
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bool m_SwitchCamera = false;
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@@ -44,6 +45,7 @@ private:
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void SwitchCamera(EntityID entity);
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void Initialize();
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void UpdateCamera(World* world, double dt);
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void UpdateProjectionMatrix(ComponentWrapper& cameraComponent);
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glm::mat4 m_ViewMatrix;
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glm::mat4 m_ProjectionMatrix;
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@@ -13,7 +13,6 @@
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#include "PickingPass.h"
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#include "DrawScenePass.h"
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -29,6 +28,8 @@ public:
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virtual void Update(double dt) override;
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virtual void Draw(RenderFrame& rf) override;
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virtual PickData Pick(glm::vec2 screenCoord) override;
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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