Camera Switch event now working, Camera models Rotation still bugged

This commit is contained in:
viktorljung
2015-12-15 15:29:19 +01:00
parent d9ea0192d1
commit fa66e9ff47
16 changed files with 164 additions and 79 deletions
+5 -9
View File
@@ -71,12 +71,8 @@ void PickingPass::Draw(RenderQueueCollection& rq)
}
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
//Render picking stuff
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(modelJob->Model->VAO);
@@ -96,15 +92,15 @@ void PickingPass::Draw(RenderQueueCollection& rq)
int fbWidth;
int fbHeight;
glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
Events::Picking pickEvent = Events::Picking(
/* Events::Picking pickEvent = Events::Picking(
&m_PickingBuffer,
&m_DepthBuffer,
m_Renderer->Camera()->ProjectionMatrix(),
m_Renderer->Camera()->ViewMatrix(),
Rectangle(fbWidth, fbHeight),
&m_PickingColorsToEntity);
&m_PickingColorsToEntity);*/
m_EventBroker->Publish(pickEvent);
//m_EventBroker->Publish(pickEvent);
}
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const