#include "Rendering/PickingPass.h" PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb) { m_Renderer = renderer; m_EventBroker = eb; InitializeTextures(); InitializeFrameBuffers(); InitializeShaderPrograms(); } PickingPass::~PickingPass() { } void PickingPass::InitializeTextures() { GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); } void PickingPass::InitializeFrameBuffers() { glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); m_PickingBuffer.AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); m_PickingBuffer.AddResource(std::shared_ptr(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0))); m_PickingBuffer.Generate(); } void PickingPass::InitializeShaderPrograms() { m_PickingProgram = ResourceManager::Load("#PickingProgram"); m_PickingProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/Picking.vert.glsl"))); m_PickingProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/Picking.frag.glsl"))); m_PickingProgram->Compile(); m_PickingProgram->BindFragDataLocation(0, "TextureFragment"); m_PickingProgram->Link(); } void PickingPass::Draw(RenderFrame& rf) { m_PickingColorsToEntity.clear(); PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle()); int r = 0; int g = 0; //TODO: Render: Add code for more jobs than modeljobs. GLuint ShaderHandle = m_PickingProgram->GetHandle(); m_PickingProgram->Bind(); std::map entityColors; for(auto scene : rf.RenderScenes) { m_Camera = scene->Camera; for (auto &job : scene->Forward) { auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { int pickColor[2] = { r, g }; auto color = entityColors.find(modelJob->Entity); if (color != entityColors.end()) { pickColor[0] = color->second[0]; pickColor[1] = color->second[1]; } else { entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]); if (r + 10 > 255) { r = 0; g += 1; } else { r += 1; } } m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity; 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); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex); } } } m_PickingBuffer.Unbind(); GLERROR("PickingPass Error"); //Publish pick event every frame with the pick data that can be picked by the event int fbWidth; int fbHeight; glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight); Events::Picking pickEvent = Events::Picking( &m_PickingBuffer, &m_DepthBuffer, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix(), Rectangle(fbWidth, fbHeight), &m_PickingColorsToEntity); m_EventBroker->Publish(pickEvent); delete state; } void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const { //TODO: Renderer: Make this in a sparate class glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); }