- default to regular selection buffer selection, but make optional support for color picking or frustum picking in case some players need it.

This commit is contained in:
Mark Vejvoda 2011-12-14 02:25:14 +00:00
parent d64bf0a4c9
commit ddca84a8b4
3 changed files with 273 additions and 293 deletions

View File

@ -5762,7 +5762,30 @@ Vec3f Renderer::computeScreenPosition(const Vec3f &worldPos) {
void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&obj,
const bool withObjectSelection,
const Vec2i &posDown, const Vec2i &posUp) {
const bool colorPickingSelection = Config::getInstance().getBool("EnableColorPicking","false");
const bool frustumPickingSelection = Config::getInstance().getBool("EnableFrustumPicking","false");
if(colorPickingSelection == true) {
selectUsingColorPicking(units,obj, withObjectSelection,posDown, posUp);
}
/// Frustrum approach --> Currently not accurate enough
else if(frustumPickingSelection == true) {
selectUsingFrustumSelection(units,obj, withObjectSelection,posDown, posUp);
}
else {
selectUsingSelectionBuffer(units,obj, withObjectSelection,posDown, posUp);
}
}
void Renderer::selectUsingFrustumSelection(Selection::UnitContainer &units,
const Object *&obj, const bool withObjectSelection,
const Vec2i &posDown, const Vec2i &posUp) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
const Metrics &metrics= Metrics::getInstance();
GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
//compute center and dimensions of selection rectangle
int x = (posDown.x+posUp.x) / 2;
@ -5776,261 +5799,241 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
h = 1;
}
const bool newPickingSelection = Config::getInstance().getBool("EnableColorPicking","false");
if(newPickingSelection == true) {
int x1 = posDown.x;
int y1 = posDown.y;
int x2 = posUp.x;
int y2 = posUp.y;
gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
x = min(x1,x2);
y = min(y1,y2);
w = max(x1,x2) - min(x1,x2);
h = max(y1,y2) - min(y1,y2);
if(w < 1) {
w = 1;
}
if(h < 1) {
h = 1;
}
VisibleQuadContainerCache quadSelectionCacheItem;
ExtractFrustum(quadSelectionCacheItem);
x= (x * metrics.getScreenW() / metrics.getVirtualW());
y= (y * metrics.getScreenH() / metrics.getVirtualH());
w= (w * metrics.getScreenW() / metrics.getVirtualW());
h= (h * metrics.getScreenH() / metrics.getVirtualH());
PixelBufferWrapper::begin();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
//gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
//render units to find which ones should be selected
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
vector<Unit *> rendererUnits = renderUnitsFast(false, newPickingSelection);
//printf("In [%s::%s] Line: %d rendererUnits = %d\n",__FILE__,__FUNCTION__,__LINE__,rendererUnits.size());
vector<Object *> rendererObjects;
if(withObjectSelection == true) {
rendererObjects = renderObjectsFast(false,true,newPickingSelection);
}
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Added this to ensure all the selection calls are done now
// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
glFlush();
//GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
PixelBufferWrapper::end();
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
vector<BaseColorPickEntity *> rendererModels;
for(unsigned int i = 0; i < rendererObjects.size(); ++i) {
Object *object = rendererObjects[i];
rendererModels.push_back(object);
//printf("In [%s::%s] Line: %d rendered object i = %d [%s] [%s]\n",__FILE__,__FUNCTION__,__LINE__,i,object->getUniquePickName().c_str(),object->getColorDescription().c_str());
//printf("In [%s::%s] Line: %d\ni = %d [%d - %s] ptr[%p] color[%s]\n",__FILE__,__FUNCTION__,__LINE__,i,unit->getId(),unit->getType()->getName().c_str(),unit->getCurrentModelPtr(),unit->getColorDescription().c_str());
}
//printf("In [%s::%s] Line: %d\nLooking for picks inside [%d,%d,%d,%d] posdown [%s] posUp [%s]",__FILE__,__FUNCTION__,__LINE__,x,y,w,h,posDown.getString().c_str(),posUp.getString().c_str());
//select units by checking the selected buffer
//vector<BaseColorPickEntity *> rendererModels;
for(unsigned int i = 0; i < rendererUnits.size(); ++i) {
Unit *unit = rendererUnits[i];
rendererModels.push_back(unit);
//printf("In [%s::%s] Line: %d rendered unit i = %d [%s] [%s]\n",__FILE__,__FUNCTION__,__LINE__,i,unit->getUniquePickName().c_str(),unit->getColorDescription().c_str());
//printf("In [%s::%s] Line: %d\ni = %d [%d - %s] ptr[%p] color[%s]\n",__FILE__,__FUNCTION__,__LINE__,i,unit->getId(),unit->getType()->getName().c_str(),unit->getCurrentModelPtr(),unit->getColorDescription().c_str());
}
//printf("In [%s::%s] Line: %d\nLooking for picks inside [%d,%d,%d,%d] posdown [%s] posUp [%s]",__FILE__,__FUNCTION__,__LINE__,x,y,w,h,posDown.getString().c_str(),posUp.getString().c_str());
//vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
//printf("In [%s::%s] Line: %d pickedList = %d models rendered = %d\n",__FILE__,__FUNCTION__,__LINE__,pickedList.size(),rendererModels.size());
if(pickedList.empty() == false) {
for(int i = 0; i < pickedList.size(); ++i) {
int index = pickedList[i];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d units = %d objects = %d\n",__FILE__,__FUNCTION__,__LINE__,i,index,rendererUnits.size(),rendererObjects.size());
if(rendererObjects.size() > 0 && index < rendererObjects.size()) {
Object *object = rendererObjects[index];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d [%p]\n",__FILE__,__FUNCTION__,__LINE__,i,index,object);
if(object != NULL) {
obj = object;
if(withObjectSelection == true) {
//printf("In [%s::%s] Line: %d found selected object [%p]\n",__FILE__,__FUNCTION__,__LINE__,obj);
return;
}
}
}
else {
index -= rendererObjects.size();
Unit *unit = rendererUnits[index];
if(unit != NULL && unit->isAlive()) {
units.push_back(unit);
}
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleQuadUnitList.empty() == false) {
for(int visibleUnitIndex = 0;
visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
if(unit != NULL && unit->isAlive()) {
Vec3f unitPos = unit->getCurrVector();
bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
unitPos.x, unitPos.y, unitPos.z, unit->getType()->getSize());
if(insideQuad == true) {
units.push_back(unit);
}
}
}
// vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
// //printf("In [%s::%s] Line: %d pickedList = %d\n",__FILE__,__FUNCTION__,__LINE__,pickedList.size());
//
// if(pickedList.empty() == false) {
// for(int i = 0; i < pickedList.size(); ++i) {
// int index = pickedList[i];
// Unit *unit = rendererUnits[index];
// if(unit != NULL && unit->isAlive()) {
// units.push_back(unit);
// }
// }
// }
//printf("In [%s::%s] Line: %d units = %d\n",__FILE__,__FUNCTION__,__LINE__,units.size());
/* Frustrum approach --> Currently not accurate enough
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
VisibleQuadContainerCache quadSelectionCacheItem;
ExtractFrustum(quadSelectionCacheItem);
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleQuadUnitList.empty() == false) {
for(int visibleUnitIndex = 0;
visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
if(unit != NULL && unit->isAlive()) {
Vec3f unitPos = unit->getCurrVector();
bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
unitPos.x, unitPos.y, unitPos.z, unit->getType()->getSize());
if(insideQuad == true) {
units.push_back(unit);
}
}
}
}
if(withObjectSelection == true) {
if(qCache.visibleObjectList.empty() == false) {
for(int visibleIndex = 0;
visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
Object *object = qCache.visibleObjectList[visibleIndex];
if(object != NULL) {
bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
object->getPos().x, object->getPos().y, object->getPos().z, 1);
if(insideQuad == true) {
obj = object;
if(withObjectSelection == true) {
break;
}
}
}
}
}
}
*/
}
else {
//declarations
GLuint selectBuffer[Gui::maxSelBuff];
//setup matrices
glSelectBuffer(Gui::maxSelBuff, selectBuffer);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
GLint renderModeResult = glRenderMode(GL_SELECT);
if(renderModeResult < 0) {
const char *errorString= reinterpret_cast<const char*>(gluErrorString(renderModeResult));
char szBuf[4096]="";
sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",renderModeResult,renderModeResult,errorString,__FILE__,__LINE__);
printf("%s\n",szBuf);
}
glLoadIdentity();
GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
//render units to find which ones should be selected
renderUnitsFast();
if(withObjectSelection == true) {
renderObjectsFast(false,true);
}
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Added this to ensure all the selection calls are done now
// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
glFlush();
//select units by checking the selected buffer
int selCount= glRenderMode(GL_RENDER);
if(selCount > 0) {
VisibleQuadContainerCache &qCache = getQuadCache();
for(int i = 1; i <= selCount; ++i) {
int index = selectBuffer[i*4-1];
if(index >= OBJECT_SELECT_OFFSET) {
Object *object = qCache.visibleObjectList[index - OBJECT_SELECT_OFFSET];
if(object != NULL) {
if(withObjectSelection == true) {
if(qCache.visibleObjectList.empty() == false) {
for(int visibleIndex = 0;
visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
Object *object = qCache.visibleObjectList[visibleIndex];
if(object != NULL) {
bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
object->getPos().x, object->getPos().y, object->getPos().z, 1);
if(insideQuad == true) {
obj = object;
if(withObjectSelection == true) {
break;
}
}
}
else {
Unit *unit = qCache.visibleQuadUnitList[index];
if(unit != NULL && unit->isAlive()) {
units.push_back(unit);
}
}
}
}
void Renderer::selectUsingSelectionBuffer(Selection::UnitContainer &units,
const Object *&obj, const bool withObjectSelection,
const Vec2i &posDown, const Vec2i &posUp) {
//compute center and dimensions of selection rectangle
int x = (posDown.x+posUp.x) / 2;
int y = (posDown.y+posUp.y) / 2;
int w = abs(posDown.x-posUp.x);
int h = abs(posDown.y-posUp.y);
if(w < 1) {
w = 1;
}
if(h < 1) {
h = 1;
}
//declarations
GLuint selectBuffer[Gui::maxSelBuff];
//setup matrices
glSelectBuffer(Gui::maxSelBuff, selectBuffer);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
GLint renderModeResult = glRenderMode(GL_SELECT);
if(renderModeResult < 0) {
const char *errorString= reinterpret_cast<const char*>(gluErrorString(renderModeResult));
char szBuf[4096]="";
sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",renderModeResult,renderModeResult,errorString,__FILE__,__LINE__);
printf("%s\n",szBuf);
}
glLoadIdentity();
const Metrics &metrics= Metrics::getInstance();
GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
//render units to find which ones should be selected
renderUnitsFast();
if(withObjectSelection == true) {
renderObjectsFast(false,true);
}
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Added this to ensure all the selection calls are done now
// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
glFlush();
//select units by checking the selected buffer
int selCount= glRenderMode(GL_RENDER);
if(selCount > 0) {
VisibleQuadContainerCache &qCache = getQuadCache();
for(int i = 1; i <= selCount; ++i) {
int index = selectBuffer[i*4-1];
if(index >= OBJECT_SELECT_OFFSET) {
Object *object = qCache.visibleObjectList[index - OBJECT_SELECT_OFFSET];
if(object != NULL) {
obj = object;
if(withObjectSelection == true) {
break;
}
}
}
else {
Unit *unit = qCache.visibleQuadUnitList[index];
if(unit != NULL && unit->isAlive()) {
units.push_back(unit);
}
}
}
else if(selCount < 0) {
const char *errorString= reinterpret_cast<const char*>(gluErrorString(selCount));
char szBuf[4096]="";
sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",selCount,selCount,errorString,__FILE__,__LINE__);
}
else if(selCount < 0) {
const char *errorString= reinterpret_cast<const char*>(gluErrorString(selCount));
char szBuf[4096]="";
sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",selCount,selCount,errorString,__FILE__,__LINE__);
printf("%s\n",szBuf);
printf("%s\n",szBuf);
}
}
void Renderer::selectUsingColorPicking(Selection::UnitContainer &units,
const Object *&obj, const bool withObjectSelection,
const Vec2i &posDown, const Vec2i &posUp) {
int x1 = posDown.x;
int y1 = posDown.y;
int x2 = posUp.x;
int y2 = posUp.y;
int x = min(x1,x2);
int y = min(y1,y2);
int w = max(x1,x2) - min(x1,x2);
int h = max(y1,y2) - min(y1,y2);
if(w < 1) {
w = 1;
}
if(h < 1) {
h = 1;
}
const Metrics &metrics= Metrics::getInstance();
x= (x * metrics.getScreenW() / metrics.getVirtualW());
y= (y * metrics.getScreenH() / metrics.getVirtualH());
w= (w * metrics.getScreenW() / metrics.getVirtualW());
h= (h * metrics.getScreenH() / metrics.getVirtualH());
PixelBufferWrapper::begin();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
//gluPickMatrix(x, y, w, h, view);
gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
loadGameCameraMatrix();
//render units to find which ones should be selected
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
vector<Unit *> rendererUnits = renderUnitsFast(false, true);
//printf("In [%s::%s] Line: %d rendererUnits = %d\n",__FILE__,__FUNCTION__,__LINE__,rendererUnits.size());
vector<Object *> rendererObjects;
if(withObjectSelection == true) {
rendererObjects = renderObjectsFast(false,true,true);
}
//pop matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Added this to ensure all the selection calls are done now
// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
//glFlush();
//GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
PixelBufferWrapper::end();
vector<BaseColorPickEntity *> rendererModels;
for(unsigned int i = 0; i < rendererObjects.size(); ++i) {
Object *object = rendererObjects[i];
rendererModels.push_back(object);
//printf("In [%s::%s] Line: %d rendered object i = %d [%s] [%s]\n",__FILE__,__FUNCTION__,__LINE__,i,object->getUniquePickName().c_str(),object->getColorDescription().c_str());
//printf("In [%s::%s] Line: %d\ni = %d [%d - %s] ptr[%p] color[%s]\n",__FILE__,__FUNCTION__,__LINE__,i,unit->getId(),unit->getType()->getName().c_str(),unit->getCurrentModelPtr(),unit->getColorDescription().c_str());
}
//printf("In [%s::%s] Line: %d\nLooking for picks inside [%d,%d,%d,%d] posdown [%s] posUp [%s]",__FILE__,__FUNCTION__,__LINE__,x,y,w,h,posDown.getString().c_str(),posUp.getString().c_str());
for(unsigned int i = 0; i < rendererUnits.size(); ++i) {
Unit *unit = rendererUnits[i];
rendererModels.push_back(unit);
//printf("In [%s::%s] Line: %d rendered unit i = %d [%s] [%s]\n",__FILE__,__FUNCTION__,__LINE__,i,unit->getUniquePickName().c_str(),unit->getColorDescription().c_str());
//printf("In [%s::%s] Line: %d\ni = %d [%d - %s] ptr[%p] color[%s]\n",__FILE__,__FUNCTION__,__LINE__,i,unit->getId(),unit->getType()->getName().c_str(),unit->getCurrentModelPtr(),unit->getColorDescription().c_str());
}
vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
//printf("In [%s::%s] Line: %d pickedList = %d models rendered = %d\n",__FILE__,__FUNCTION__,__LINE__,pickedList.size(),rendererModels.size());
if(pickedList.empty() == false) {
for(int i = 0; i < pickedList.size(); ++i) {
int index = pickedList[i];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d units = %d objects = %d\n",__FILE__,__FUNCTION__,__LINE__,i,index,rendererUnits.size(),rendererObjects.size());
if(rendererObjects.size() > 0 && index < rendererObjects.size()) {
Object *object = rendererObjects[index];
//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d [%p]\n",__FILE__,__FUNCTION__,__LINE__,i,index,object);
if(object != NULL) {
obj = object;
if(withObjectSelection == true) {
//printf("In [%s::%s] Line: %d found selected object [%p]\n",__FILE__,__FUNCTION__,__LINE__,obj);
return;
}
}
}
else {
index -= rendererObjects.size();
Unit *unit = rendererUnits[index];
if(unit != NULL && unit->isAlive()) {
units.push_back(unit);
}
}
}
}
}

View File

@ -503,6 +503,10 @@ public:
//computing
bool computePosition(const Vec2i &screenPos, Vec2i &worldPos);
void computeSelected(Selection::UnitContainer &units, const Object *&obj, const bool withObjectSelection, const Vec2i &posDown, const Vec2i &posUp);
void selectUsingColorPicking(Selection::UnitContainer &units, const Object *&obj,const bool withObjectSelection,const Vec2i &posDown, const Vec2i &posUp);
void selectUsingSelectionBuffer(Selection::UnitContainer &units,const Object *&obj, const bool withObjectSelection,const Vec2i &posDown, const Vec2i &posUp);
void selectUsingFrustumSelection(Selection::UnitContainer &units,const Object *&obj, const bool withObjectSelection,const Vec2i &posDown, const Vec2i &posUp);
//gl wrap
string getGlInfo();

View File

@ -1001,6 +1001,7 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
// Use offset instead of pointer.
// OpenGL should perform asynch DMA transfer, so glReadPixels() will return immediately.
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0);
@ -1014,22 +1015,19 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
//t1.start();
// map the PBO that contain framebuffer pixels before processing it
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
GLubyte* src = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB);
if(src) {
pixmapScreenShot = new Pixmap2D(w+1, h+1, colorComponents);
memcpy(pixmapScreenShot->getPixels(),src,(size_t)pixmapScreenShot->getPixelByteCount());
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); // release pointer to the mapped buffer
//pixmapScreenShot->save("debugPBO.png");
}
// measure the time reading framebuffer
//t1.stop();
//processTime = t1.getElapsedTimeInMilliSec();
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
@ -1039,14 +1037,14 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
void PixelBufferWrapper::begin() {
if(PixelBufferWrapper::isPBOEnabled == true) {
// set the framebuffer to read
glReadBuffer(GL_FRONT);
//glReadBuffer(GL_FRONT);
}
}
void PixelBufferWrapper::end() {
if(PixelBufferWrapper::isPBOEnabled == true) {
// set the framebuffer to read
glReadBuffer(GL_BACK);
//glReadBuffer(GL_BACK);
}
}
@ -1133,7 +1131,7 @@ void BaseColorPickEntity::beginPicking() {
// turn off texturing, lighting and fog
//glClearColor (0.0,0.0,0.0,0.0);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_TEXTURE_2D);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
@ -1141,30 +1139,10 @@ void BaseColorPickEntity::beginPicking() {
glDisable(GL_BLEND);
glDisable(GL_MULTISAMPLE);
glDisable(GL_DITHER);
//glDisable(GL_LIGHT0);
//glDisable(GL_LIGHT1);
//glDisable(GL_LIGHT2);
//glDisable(GL_LIGHT3);
//glDisable(GL_LIGHT4);
//glDisable(GL_LIGHT5);
//glDisable(GL_LIGHT6);
//glDisable(GL_LIGHT7);
//glDisable(GL_ALPHA_TEST);
//glDisable(GL_COLOR_MATERIAL);
//glDisable(GL_DEPTH_TEST);
//glDisable(GL_TEXTURE_GEN_S);
//glDisable(GL_TEXTURE_GEN_T);
//glDisable(GL_TEXTURE_GEN_R);
//glDisable(GL_TEXTURE_GEN_Q);
}
void BaseColorPickEntity::endPicking() {
// turn off texturing, lighting and fog
glEnable(GL_TEXTURE_2D);
glEnable(GL_FOG);
glEnable(GL_LIGHTING);
@ -1172,25 +1150,17 @@ void BaseColorPickEntity::endPicking() {
glEnable(GL_BLEND);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DITHER);
//glEnable(GL_TEXTURE_2D);
//glEnable(GL_FOG);
//glEnable(GL_LIGHTING);
//glEnable(GL_BLEND);
//glEnable(GL_MULTISAMPLE);
//glEnable(GL_DITHER);
}
vector<int> BaseColorPickEntity::getPickedList(int x,int y,int w,int h, const vector<BaseColorPickEntity *> &rendererModels) {
vector<int> BaseColorPickEntity::getPickedList(int x,int y,int w,int h,
const vector<BaseColorPickEntity *> &rendererModels) {
vector<int> pickedModels;
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
//Pixmap2D *pixmapScreenShot = new Pixmap2D(w+1, h+1, COLOR_COMPONENTS);
static auto_ptr<unsigned char> cachedPixels;
static int cachedPixelsW = -1;
static int cachedPixelsH = -1;
unsigned char *pixelBuffer = NULL;
//static auto_ptr<unsigned char> cachedPixels;
static auto_ptr<Pixmap2D> cachedPixels;
//static int cachedPixelsW = -1;
//static int cachedPixelsH = -1;
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
@ -1199,44 +1169,47 @@ vector<int> BaseColorPickEntity::getPickedList(int x,int y,int w,int h, const ve
if(PixelBufferWrapper::getIsPBOEnable() == true) {
// Only update the pixel buffer every x milliseconds or as required
if(cachedPixels.get() == NULL || cachedPixelsW != w+1 || cachedPixelsH != h+1 ||
if(cachedPixels.get() == NULL || cachedPixels->getW() != w+1 ||cachedPixels->getH() != h+1 ||
lastSnapshot.getMillis() > selectionMillisecondUpdate) {
//printf("Updating selection millis = %ld\n",lastSnapshot.getMillis());
lastSnapshot.reset();
Pixmap2D *pixmapScreenShot = BaseColorPickEntity::pbo->getPixelBufferFor(x,y,w,h, COLOR_COMPONENTS);
//Pixmap2D *pixmapScreenShot = BaseColorPickEntity::pbo->getPixelBufferFor(x,y,w,h, COLOR_COMPONENTS);
cachedPixels.reset(BaseColorPickEntity::pbo->getPixelBufferFor(x,y,w,h, COLOR_COMPONENTS));
cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
cachedPixelsW = w+1;
cachedPixelsH = h+1;
//cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
//memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
//cachedPixelsW = w+1;
//cachedPixelsH = h+1;
delete pixmapScreenShot;
//delete pixmapScreenShot;
}
}
else {
// Only update the pixel buffer every x milliseconds or as required
if(cachedPixels.get() == NULL || cachedPixelsW != w+1 || cachedPixelsH != h+1 ||
if(cachedPixels.get() == NULL || cachedPixels->getW() != w+1 ||cachedPixels->getH() != h+1 ||
lastSnapshot.getMillis() > selectionMillisecondUpdate) {
//printf("Updating selection millis = %ld\n",lastSnapshot.getMillis());
lastSnapshot.reset();
Pixmap2D *pixmapScreenShot = new Pixmap2D(w+1, h+1, COLOR_COMPONENTS);
//Pixmap2D *pixmapScreenShot = new Pixmap2D(w+1, h+1, COLOR_COMPONENTS);
cachedPixels.reset(new Pixmap2D(w+1, h+1, COLOR_COMPONENTS));
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
//glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixmapScreenShot->getPixels());
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixmapScreenShot->getPixels());
//glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixmapScreenShot->getPixels());
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, cachedPixels->getPixels());
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
cachedPixelsW = w+1;
cachedPixelsH = h+1;
//cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
//memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
//cachedPixelsW = w+1;
//cachedPixelsH = h+1;
delete pixmapScreenShot;
//delete pixmapScreenShot;
}
}
pixelBuffer = cachedPixels.get();
unsigned char *pixelBuffer = cachedPixels->getPixels();
// Enable screenshots to debug selection scene
//pixmapScreenShot->save("debug.png");