#include "Rendering/PickingPass.h" PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb) { m_Renderer = renderer; m_EventBroker = eb; InitializeTextures(); InitializeFrameBuffers(); InitializeShaderPrograms(); } PickingPass::~PickingPass() { CommonFunctions::DeleteTexture(&m_PickingTexture); CommonFunctions::DeleteTexture(&m_DepthBuffer); } void PickingPass::InitializeTextures() { CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); } void PickingPass::InitializeFrameBuffers() { m_PickingBuffer.AddResource(std::shared_ptr(new Texture2D(&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(); m_PickingSkinnedProgram = ResourceManager::Load("#PickingSkinnedProgram"); m_PickingSkinnedProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/PickingSkinned.vert.glsl"))); m_PickingSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/Picking.frag.glsl"))); m_PickingSkinnedProgram->Compile(); m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment"); m_PickingSkinnedProgram->Link(); } void PickingPass::Draw(RenderScene& scene) { GLERROR("PRE"); PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle()); //TODO: Render: Add code for more jobs than modeljobs. GLuint shaderHandle = m_PickingProgram->GetHandle(); GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle(); GLuint lastShader = 0; unsigned int lastModel = 0; m_PickingProgram->Bind(); if (scene.ClearDepth) { //glClear(GL_DEPTH_BUFFER_BIT); state->Disable(GL_DEPTH_TEST); state->DepthMask(GL_FALSE); } m_Camera = scene.Camera; for (auto &job : scene.Jobs.OpaqueObjects) { auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; PickingInfo pickInfo; pickInfo.Entity = modelJob->Entity; pickInfo.World = modelJob->World; pickInfo.Camera = scene.Camera; auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); if (color != m_EntityColors.end()) { pickColor[0] = color->second[0]; pickColor[1] = color->second[1]; } else { m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); if (m_ColorCounter[0] > 255) { m_ColorCounter[0] = 0; m_ColorCounter[1] += 1; } else { m_ColorCounter[0] += 1; } } m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; if (modelJob->Model->IsSkinned()) { if (lastShader != m_PickingSkinnedProgram->GetHandle()) { m_PickingSkinnedProgram->Bind(); lastShader = m_PickingSkinnedProgram->GetHandle(); } glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); std::vector frameBones; if (modelJob->BlendTree != nullptr) { frameBones = modelJob->BlendTree->GetFinalPose(); } else { frameBones = modelJob->Skeleton->GetTPose(); } glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { if (lastShader != m_PickingProgram->GetHandle()) { m_PickingProgram->Bind(); lastShader = m_PickingProgram->GetHandle(); } glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); } if (lastModel != modelJob->ModelID) { glBindVertexArray(modelJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); lastModel = modelJob->ModelID; } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); } } /* for (auto &job : scene.Jobs.TransparentObjects) { auto modelJob = std::dynamic_pointer_cast(job); int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; PickingInfo pickInfo; pickInfo.Entity = modelJob->Entity; pickInfo.World = modelJob->World; pickInfo.Camera = scene.Camera; auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); if (color != m_EntityColors.end()) { pickColor[0] = color->second[0]; pickColor[1] = color->second[1]; } else { m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); if (m_ColorCounter[0] > 255) { m_ColorCounter[0] = 0; m_ColorCounter[1] += 1; } else { m_ColorCounter[0] += 1; } } m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; if (modelJob) { if (modelJob->Model->IsSkinned()) { m_PickingSkinnedProgram->Bind(); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); if (modelJob->BlendTree != nullptr) { std::vector frameBones; frameBones = modelJob->BlendTree->GetFinalPose(); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } else { m_PickingProgram->Bind(); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); 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); glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); } }*/ for (auto &job : scene.Jobs.OpaqueShieldedObjects) { auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; PickingInfo pickInfo; pickInfo.Entity = modelJob->Entity; pickInfo.World = modelJob->World; pickInfo.Camera = scene.Camera; auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); if (color != m_EntityColors.end()) { pickColor[0] = color->second[0]; pickColor[1] = color->second[1]; } else { m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); if (m_ColorCounter[0] > 255) { m_ColorCounter[0] = 0; m_ColorCounter[1] += 1; } else { m_ColorCounter[0] += 1; } } m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; if (modelJob->Model->IsSkinned()) { if (lastShader != m_PickingSkinnedProgram->GetHandle()) { m_PickingSkinnedProgram->Bind(); lastShader = m_PickingSkinnedProgram->GetHandle(); } glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); std::vector frameBones; if (modelJob->BlendTree != nullptr) { frameBones = modelJob->BlendTree->GetFinalPose(); } else { frameBones = modelJob->Skeleton->GetTPose(); } glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { if (lastShader != m_PickingProgram->GetHandle()) { m_PickingProgram->Bind(); lastShader = m_PickingProgram->GetHandle(); } glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); } if (lastModel != modelJob->ModelID) { glBindVertexArray(modelJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); lastModel = modelJob->ModelID; } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); } } m_PickingProgram->Bind(); for (auto& job : scene.Jobs.SpriteJob) { auto spriteJob = std::dynamic_pointer_cast(job); if (!spriteJob->Pickable) { continue; } RenderState jobState; if (spriteJob) { if (spriteJob->Depth == 0) { jobState.Disable(GL_DEPTH_TEST); } int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; PickingInfo pickInfo; pickInfo.Entity = spriteJob->Entity; pickInfo.World = spriteJob->World; pickInfo.Camera = scene.Camera; auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); if (color != m_EntityColors.end()) { pickColor[0] = color->second[0]; pickColor[1] = color->second[1]; } else { m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); if (m_ColorCounter[0] > 255) { m_ColorCounter[0] = 0; m_ColorCounter[1] += 1; } else { m_ColorCounter[0] += 1; } } m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); glBindVertexArray(spriteJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int))); } } /* for (auto &job : scene.Jobs.TransparentShieldedObjects) { auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; PickingInfo pickInfo; pickInfo.Entity = modelJob->Entity; pickInfo.World = modelJob->World; pickInfo.Camera = scene.Camera; auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); if (color != m_EntityColors.end()) { pickColor[0] = color->second[0]; pickColor[1] = color->second[1]; } else { m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); if (m_ColorCounter[0] > 255) { m_ColorCounter[0] = 0; m_ColorCounter[1] += 1; } else { m_ColorCounter[0] += 1; } } m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; if (modelJob->Model->IsSkinned()) { m_PickingSkinnedProgram->Bind(); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); if (modelJob->BlendTree != nullptr) { std::vector frameBones; frameBones = modelJob->BlendTree->GetFinalPose(); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } else { m_PickingProgram->Bind(); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); 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); glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); } }*/ m_PickingBuffer.Unbind(); GLERROR("PickingPass Error"); delete state; } void PickingPass::ClearPicking() { GLERROR("PRE"); m_PickingColorsToEntity.clear(); m_EntityColors.clear(); m_ColorCounter[0] = 0; m_ColorCounter[1] = 1; m_PickingBuffer.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); m_PickingBuffer.Unbind(); GLERROR("END"); } void PickingPass::OnWindowResize() { InitializeTextures(); m_PickingBuffer.Generate(); } PickData PickingPass::Pick(glm::vec2 screenCoord) { int fbWidth; int fbHeight; glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight); Rectangle resolution = Rectangle(fbWidth, fbHeight); PickData pickData; // Invert screen y coordinate screenCoord.y = resolution.Height - screenCoord.y; ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, &m_PickingBuffer, m_DepthBuffer); pickData.Depth = data.Depth; PickingInfo pickInfo; auto it = m_PickingColorsToEntity.find(glm::ivec2(data.Color[0], data.Color[1])); if (it != m_PickingColorsToEntity.end()) { pickInfo = it->second; } else { pickData.Entity = EntityID_Invalid; return pickData; } pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix()); pickData.Entity = pickInfo.Entity; pickData.Camera = pickInfo.Camera; pickData.World = pickInfo.World; return pickData; }