Removed picking event and added a pick function to renderer
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@@ -59,7 +59,7 @@ void PickingPass::Draw(RenderFrame& rf)
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for(auto scene : rf.RenderScenes)
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{
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m_Camera = scene->Camera;
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m_Camera = scene->Camera;
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for (auto &job : scene->ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -94,25 +94,36 @@ void PickingPass::Draw(RenderFrame& rf)
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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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int fbWidth;
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int fbHeight;
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glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
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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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Rectangle(fbWidth, fbHeight),
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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delete state;
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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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int fbHeight;
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glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
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Rectangle resolution = Rectangle(fbWidth, fbHeight);
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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, &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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if (it != m_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, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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return pickData;
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}
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void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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//TODO: Renderer: Make this in a sparate class
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