45b87ed6b1
All shaderprograms are now pointers and loaded with Resourcemanager.
119 lines
4.8 KiB
C++
119 lines
4.8 KiB
C++
#include "Rendering/PickingPass.h"
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PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
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{
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m_Renderer = renderer;
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m_EventBroker = eb;
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InitializeTextures();
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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}
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PickingPass::~PickingPass()
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{
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}
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void PickingPass::InitializeTextures()
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{
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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}
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void PickingPass::InitializeFrameBuffers()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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void PickingPass::InitializeShaderPrograms()
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{
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m_PickingProgram = ResourceManager::Load<ShaderProgram>("#PickingProgram");
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m_PickingProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram->Compile();
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m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram->Link();
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}
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void PickingPass::Draw(RenderQueueCollection& rq)
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{
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m_PickingColorsToEntity.clear();
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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int r = 1;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//---------------
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//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
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//---------------
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int pickColor[2] = { r, g };
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for (auto i : m_PickingColorsToEntity) {
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if (modelJob->Entity == i.second) {
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pickColor[0] = i.first.x;
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pickColor[1] = i.first.y;
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r -= 1;
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
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r += 1;
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if (r > 255) {
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r = 0;
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g += 1;
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}
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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//Publish pick event every frame with the pick data that can be picked by the event
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Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Renderer->Camera()->ProjectionMatrix(),
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m_Renderer->Camera()->ViewMatrix(),
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m_Renderer->Resolution(),
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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}
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void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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//TODO: Renderer: Make this in a sparate class
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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