Merge remote-tracking branch 'origin/master' into Networking
This commit is contained in:
@@ -0,0 +1,88 @@
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#include "Rendering/FrameBuffer.h"
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
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{
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m_ResourceHandle = resourceHandle;
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m_ResourceType = resourceType;
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m_Attachment = attachment;
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}
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Texture2D::~Texture2D()
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{
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if (m_ResourceHandle != 0) {
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glDeleteTextures(1, m_ResourceHandle);
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}
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}
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RenderBuffer::~RenderBuffer()
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{
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if (m_ResourceHandle != 0) {
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glDeleteRenderbuffers(1, m_ResourceHandle);
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}
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}
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FrameBuffer::~FrameBuffer()
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{
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if (m_BufferHandle != 0) {
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glDeleteFramebuffers(1, &m_BufferHandle);
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}
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}
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void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
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{
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m_Resources.push_back(resource);
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}
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void FrameBuffer::Generate()
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{
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std::vector<GLenum> attachments;
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glGenFramebuffers(1, &m_BufferHandle);
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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break;
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}
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GLERROR("FrameBuffer generate");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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}
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}
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(1, bufferTextures);
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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exit(EXIT_FAILURE);
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}
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}
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void FrameBuffer::Bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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}
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void FrameBuffer::Unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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GLuint FrameBuffer::GetHandle()
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{
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return m_BufferHandle;
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}
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@@ -0,0 +1,67 @@
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#include "Rendering/RenderQueueFactory.h"
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RenderQueueFactory::RenderQueueFactory()
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{
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m_RenderQueues = RenderQueueCollection();
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}
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void RenderQueueFactory::Update(World* world)
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{
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m_RenderQueues.Clear();
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FillModels(world, &m_RenderQueues.Forward);
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FillLights(world, &m_RenderQueues.Lights);
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}
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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//should really return absolute model matrix based on parents position, scale and orientation
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//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::vec3 position = transformComponent["Position"];
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glm::vec3 scale = transformComponent["Scale"];
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glm::quat oritentation = transformComponent["Orientation"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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{
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// positionComponent.EntityID
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return glm::vec3();
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}
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void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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{
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for(auto& modelC : world->GetComponents("Model")) {
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ModelJob job;
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std::string resource = modelC["Resource"];
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::Load<Model>(resource);
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for (auto texGroup : model->TextureGroups) {
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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}
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}
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void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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{
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}
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@@ -15,7 +15,11 @@ void Renderer::Initialize()
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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ModelsToDraw();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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}
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void Renderer::InitializeWindow()
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@@ -78,54 +82,6 @@ void Renderer::InitializeShaders()
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}
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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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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
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EnqueueModel(MapModel);
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}
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void Renderer::EnqueueModel(Model* model)
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{
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for (auto texGroup : model->TextureGroups)
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{
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix;
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//job.ModelMatrix = modelMatrix * model->m_Matrix; TODO: Render: Make sure modelMatrix work
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//job.Color = modelComponent->Color; TODO: Render: Take color from kd in .mtl or a value from modelcomponent.
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job.Color = glm::vec4(1.f);
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//TODO: Render: Skeleton animations
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//if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
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// job.Skeleton = model->m_Skeleton;
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// job.AnimationName = animationComponent->Name;
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// job.AnimationTime = animationComponent->Time;
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// job.NoRootMotion = animationComponent->NoRootMotion;
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//}
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m_TempRQ.Forward.Add(job);
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}
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}
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void Renderer::InputUpdate(double dt)
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{
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glm::vec3 m_Position = m_Camera->Position();
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@@ -161,7 +117,7 @@ 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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@@ -172,7 +128,8 @@ void Renderer::InputUpdate(double dt)
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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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EntityID pickedEntity = m_PickingColorsToEntity[color];
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printf("Picked Entity: %i", pickedEntity);
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}
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}
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@@ -202,15 +159,16 @@ 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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}
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass();
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PickingPass(rq);
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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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@@ -227,16 +185,17 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : m_TempRQ.Forward) {
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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m_BasicForwardProgram.Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (modelJob->DiffuseTexture != nullptr) {
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@@ -256,9 +215,9 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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}
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}
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void Renderer::PickingPass()
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void Renderer::PickingPass(RenderQueueCollection& rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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m_PickingBuffer.Bind();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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@@ -274,16 +233,17 @@ void Renderer::PickingPass()
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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for (auto &job : m_TempRQ.Forward) {
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
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m_PickingColorsToModels[pickColor] = modelJob->Model;
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m_PickingColorsToEntity[pickColor] = modelJob->Entity;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
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@@ -298,7 +258,7 @@ 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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@@ -328,35 +288,42 @@ void Renderer::InitializeTextures()
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{
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m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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/*
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glGenTextures(1, &m_PickingTexture);
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glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGB, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("m_PickingTexture initialization failed");
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*/
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_FLOAT);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, NULL);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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glGenFramebuffers(1, &m_PickingBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
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GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, PickingBufferTextures);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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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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|
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Reference in New Issue
Block a user