Merge remote-tracking branch 'origin/master' into ecs
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@@ -0,0 +1,64 @@
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#ifndef FrameBuffer_h__
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#define FrameBuffer_h__
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#include "../OpenGL.h"
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#include "Util/GLError.h"
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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private:
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};
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template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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~Texture2D();
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};
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class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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{ };
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~RenderBuffer();
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};
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class FrameBuffer
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{
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public:
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FrameBuffer()
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: m_BufferHandle(0) { }
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~FrameBuffer();
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void AddResource(std::shared_ptr<BufferResource> resource);
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void Generate();
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void Bind();
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void Unbind();
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GLuint GetHandle();
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private:
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GLuint m_BufferHandle;
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std::vector<std::shared_ptr<BufferResource>> m_Resources;
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};
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#endif
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@@ -7,6 +7,7 @@
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/EntityWrapper.h"
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class Model;
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class Skeleton;
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@@ -37,6 +38,9 @@ struct ModelJob : RenderJob
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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EntityID Entity;
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glm::mat4 ModelMatrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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@@ -82,30 +86,7 @@ struct PointLightJob : RenderJob
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glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
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glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
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float Radius = 1.f;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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struct FrameJob : SpriteJob
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{
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Rectangle Scissor;
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Rectangle Viewport;
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std::string Name;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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float Intensity = 0.8f;
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void CalculateHash() override
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{
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@@ -154,25 +135,19 @@ private:
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struct RenderQueueCollection
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{
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue GUI;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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GUI.Clear();
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}
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void Sort()
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{
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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GUI.Sort();
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}
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};
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@@ -0,0 +1,28 @@
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#ifndef RenderQueueFactory_h__
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#define RenderQueueFactory_h__
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#include "../Core/World.h"
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#include "RenderQueue.h"
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#include "../Core/ResourceManager.h"
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#include "Model.h"
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#include "../GLM.h"
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class RenderQueueFactory
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{
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public:
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RenderQueueFactory();
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void Update(World* world);
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RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
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private:
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RenderQueueCollection m_RenderQueues;
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
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};
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#endif
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@@ -8,6 +8,8 @@
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//TODO: Temp resourceManager
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#include "../Core/ResourceManager.h"
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#include "Util/UnorderedMapVec2.h"
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#include "FrameBuffer.h"
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#include "../Core/World.h"
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class Renderer : public IRenderer
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{
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@@ -18,11 +20,10 @@ public:
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private:
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//----------------------Variables----------------------//
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RenderQueueCollection m_TempRQ;
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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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GLuint m_PickingBuffer;
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FrameBuffer m_PickingBuffer;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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@@ -30,29 +31,23 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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//Temporary
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Model* m;
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Model* m2;
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Model* m3;
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Model* MapModel;
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std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
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//----------------------Functions----------------------//
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void InitializeWindow();
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void InitializeShaders();
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void InitializeTextures();
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void InitializeFrameBuffers();
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//TODO: Renderer: Remove ModelsToDraw from Renderer.
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void ModelsToDraw();
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//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
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void EnqueueModel(Model* model);
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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void PickingPass();
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void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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void DrawScene(RenderQueueCollection& rq);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram m_BasicForwardProgram;
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ShaderProgram m_PickingProgram;
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@@ -5,6 +5,7 @@
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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#include "../../Core/Util/Rectangle.h"
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#include "../FrameBuffer.h"
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class ScreenCoords
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{
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@@ -17,8 +18,8 @@ public:
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static glm::vec3 ToWorldPos(float x, float y, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
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//Return data from the given buffers at the coordinates given in screenspace. Buffer should probably have a texture that covers the screen.
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//Data is given as R = x, B = y, and
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static glm::vec3 ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer);
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//Return EntityID of the clicked coordinate in given screenspace coordinates.
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//EntityID ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth);
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