45b87ed6b1
All shaderprograms are now pointers and loaded with Resourcemanager.
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#ifndef PickingPass_h__
|
|
#define PickingPass_h__
|
|
|
|
#include "IRenderer.h"
|
|
#include "PickingPassState.h"
|
|
#include "FrameBuffer.h"
|
|
#include "ShaderProgram.h"
|
|
#include "Util/UnorderedMapVec2.h"
|
|
#include "../Core/EventBroker.h"
|
|
#include "EPicking.h"
|
|
|
|
class PickingPass
|
|
{
|
|
public:
|
|
PickingPass(IRenderer* renderer, EventBroker* eb);
|
|
~PickingPass();
|
|
void InitializeTextures();
|
|
void InitializeFrameBuffers();
|
|
void InitializeShaderPrograms();
|
|
|
|
void Draw(RenderQueueCollection& rq);
|
|
|
|
|
|
//Getters
|
|
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
|
const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
|
GLuint PickingTexture() const { return m_PickingTexture; }
|
|
GLuint DepthBuffer() const { return m_DepthBuffer; }
|
|
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
|
|
|
|
|
private:
|
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
|
|
|
EventBroker* m_EventBroker;
|
|
|
|
const IRenderer* m_Renderer;
|
|
|
|
ShaderProgram* m_PickingProgram;
|
|
|
|
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
|
|
|
|
GLuint m_PickingTexture;
|
|
GLuint m_DepthBuffer;
|
|
|
|
FrameBuffer m_PickingBuffer;
|
|
};
|
|
|
|
#endif |