Files
axyz/src/Engine/Rendering/PickingPass.cpp
T
2016-01-11 10:47:39 +01:00

128 lines
4.7 KiB
C++

#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<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
}
void PickingPass::InitializeShaderPrograms()
{
m_PickingProgram = ResourceManager::Load<ShaderProgram>("#PickingProgram");
m_PickingProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
m_PickingProgram->AddShader(std::shared_ptr<Shader>(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<EntityID, glm::vec2> entityColors;
for(auto scene : rf.RenderScenes)
{
m_Camera = scene->Camera;
for (auto &job : scene->Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(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");
}