- 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:
parent
d64bf0a4c9
commit
ddca84a8b4
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@ -5762,7 +5762,30 @@ Vec3f Renderer::computeScreenPosition(const Vec3f &worldPos) {
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void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&obj,
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void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&obj,
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const bool withObjectSelection,
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const bool withObjectSelection,
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const Vec2i &posDown, const Vec2i &posUp) {
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const Vec2i &posDown, const Vec2i &posUp) {
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const bool colorPickingSelection = Config::getInstance().getBool("EnableColorPicking","false");
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const bool frustumPickingSelection = Config::getInstance().getBool("EnableFrustumPicking","false");
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if(colorPickingSelection == true) {
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selectUsingColorPicking(units,obj, withObjectSelection,posDown, posUp);
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}
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/// Frustrum approach --> Currently not accurate enough
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else if(frustumPickingSelection == true) {
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selectUsingFrustumSelection(units,obj, withObjectSelection,posDown, posUp);
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}
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else {
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selectUsingSelectionBuffer(units,obj, withObjectSelection,posDown, posUp);
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}
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}
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void Renderer::selectUsingFrustumSelection(Selection::UnitContainer &units,
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const Object *&obj, const bool withObjectSelection,
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const Vec2i &posDown, const Vec2i &posUp) {
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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const Metrics &metrics= Metrics::getInstance();
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const Metrics &metrics= Metrics::getInstance();
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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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//compute center and dimensions of selection rectangle
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//compute center and dimensions of selection rectangle
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int x = (posDown.x+posUp.x) / 2;
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int x = (posDown.x+posUp.x) / 2;
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@ -5776,261 +5799,241 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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h = 1;
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h = 1;
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}
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}
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const bool newPickingSelection = Config::getInstance().getBool("EnableColorPicking","false");
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gluPickMatrix(x, y, w, h, view);
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if(newPickingSelection == true) {
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gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
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int x1 = posDown.x;
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loadGameCameraMatrix();
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int y1 = posDown.y;
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int x2 = posUp.x;
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int y2 = posUp.y;
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x = min(x1,x2);
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VisibleQuadContainerCache quadSelectionCacheItem;
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y = min(y1,y2);
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ExtractFrustum(quadSelectionCacheItem);
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w = max(x1,x2) - min(x1,x2);
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h = max(y1,y2) - min(y1,y2);
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if(w < 1) {
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w = 1;
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}
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if(h < 1) {
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h = 1;
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}
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x= (x * metrics.getScreenW() / metrics.getVirtualW());
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//pop matrices
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y= (y * metrics.getScreenH() / metrics.getVirtualH());
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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w= (w * metrics.getScreenW() / metrics.getVirtualW());
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h= (h * metrics.getScreenH() / metrics.getVirtualH());
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PixelBufferWrapper::begin();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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//GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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//gluPickMatrix(x, y, w, h, view);
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gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
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loadGameCameraMatrix();
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//render units to find which ones should be selected
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//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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vector<Unit *> rendererUnits = renderUnitsFast(false, newPickingSelection);
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//printf("In [%s::%s] Line: %d rendererUnits = %d\n",__FILE__,__FUNCTION__,__LINE__,rendererUnits.size());
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vector<Object *> rendererObjects;
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if(withObjectSelection == true) {
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rendererObjects = renderObjectsFast(false,true,newPickingSelection);
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}
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//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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//pop matrices
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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// Added this to ensure all the selection calls are done now
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// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
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glFlush();
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//GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
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PixelBufferWrapper::end();
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//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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vector<BaseColorPickEntity *> rendererModels;
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for(unsigned int i = 0; i < rendererObjects.size(); ++i) {
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Object *object = rendererObjects[i];
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rendererModels.push_back(object);
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//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());
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//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());
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}
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//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());
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//select units by checking the selected buffer
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//vector<BaseColorPickEntity *> rendererModels;
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for(unsigned int i = 0; i < rendererUnits.size(); ++i) {
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Unit *unit = rendererUnits[i];
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rendererModels.push_back(unit);
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//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());
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//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());
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}
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//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());
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//vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
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vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
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//printf("In [%s::%s] Line: %d pickedList = %d models rendered = %d\n",__FILE__,__FUNCTION__,__LINE__,pickedList.size(),rendererModels.size());
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if(pickedList.empty() == false) {
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for(int i = 0; i < pickedList.size(); ++i) {
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int index = pickedList[i];
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//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());
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if(rendererObjects.size() > 0 && index < rendererObjects.size()) {
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Object *object = rendererObjects[index];
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//printf("In [%s::%s] Line: %d searching for selected object i = %d index = %d [%p]\n",__FILE__,__FUNCTION__,__LINE__,i,index,object);
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if(object != NULL) {
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obj = object;
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if(withObjectSelection == true) {
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//printf("In [%s::%s] Line: %d found selected object [%p]\n",__FILE__,__FUNCTION__,__LINE__,obj);
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return;
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}
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}
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}
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else {
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index -= rendererObjects.size();
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Unit *unit = rendererUnits[index];
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if(unit != NULL && unit->isAlive()) {
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units.push_back(unit);
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}
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VisibleQuadContainerCache &qCache = getQuadCache();
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if(qCache.visibleQuadUnitList.empty() == false) {
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for(int visibleUnitIndex = 0;
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visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
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Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
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if(unit != NULL && unit->isAlive()) {
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Vec3f unitPos = unit->getCurrVector();
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bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
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unitPos.x, unitPos.y, unitPos.z, unit->getType()->getSize());
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if(insideQuad == true) {
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units.push_back(unit);
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}
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}
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}
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}
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}
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}
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// vector<int> pickedList = BaseColorPickEntity::getPickedList(x,y,w,h, rendererModels);
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// //printf("In [%s::%s] Line: %d pickedList = %d\n",__FILE__,__FUNCTION__,__LINE__,pickedList.size());
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//
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// if(pickedList.empty() == false) {
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// for(int i = 0; i < pickedList.size(); ++i) {
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// int index = pickedList[i];
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// Unit *unit = rendererUnits[index];
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// if(unit != NULL && unit->isAlive()) {
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// units.push_back(unit);
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// }
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// }
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// }
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//printf("In [%s::%s] Line: %d units = %d\n",__FILE__,__FUNCTION__,__LINE__,units.size());
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/* Frustrum approach --> Currently not accurate enough
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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gluPickMatrix(x, y, w, h, view);
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gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
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loadGameCameraMatrix();
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VisibleQuadContainerCache quadSelectionCacheItem;
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ExtractFrustum(quadSelectionCacheItem);
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//pop matrices
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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VisibleQuadContainerCache &qCache = getQuadCache();
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if(qCache.visibleQuadUnitList.empty() == false) {
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for(int visibleUnitIndex = 0;
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visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
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Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
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if(unit != NULL && unit->isAlive()) {
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Vec3f unitPos = unit->getCurrVector();
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bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
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unitPos.x, unitPos.y, unitPos.z, unit->getType()->getSize());
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if(insideQuad == true) {
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units.push_back(unit);
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}
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}
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}
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}
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if(withObjectSelection == true) {
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if(qCache.visibleObjectList.empty() == false) {
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for(int visibleIndex = 0;
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visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
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Object *object = qCache.visibleObjectList[visibleIndex];
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if(object != NULL) {
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bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
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object->getPos().x, object->getPos().y, object->getPos().z, 1);
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if(insideQuad == true) {
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obj = object;
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if(withObjectSelection == true) {
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break;
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}
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}
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}
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}
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}
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}
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*/
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}
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}
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else {
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//declarations
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GLuint selectBuffer[Gui::maxSelBuff];
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//setup matrices
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if(withObjectSelection == true) {
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glSelectBuffer(Gui::maxSelBuff, selectBuffer);
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if(qCache.visibleObjectList.empty() == false) {
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glMatrixMode(GL_PROJECTION);
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for(int visibleIndex = 0;
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glPushMatrix();
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visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
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Object *object = qCache.visibleObjectList[visibleIndex];
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GLint renderModeResult = glRenderMode(GL_SELECT);
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if(object != NULL) {
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if(renderModeResult < 0) {
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bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
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const char *errorString= reinterpret_cast<const char*>(gluErrorString(renderModeResult));
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object->getPos().x, object->getPos().y, object->getPos().z, 1);
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char szBuf[4096]="";
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if(insideQuad == true) {
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sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",renderModeResult,renderModeResult,errorString,__FILE__,__LINE__);
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printf("%s\n",szBuf);
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}
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glLoadIdentity();
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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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gluPickMatrix(x, y, w, h, view);
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gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
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loadGameCameraMatrix();
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//render units to find which ones should be selected
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renderUnitsFast();
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if(withObjectSelection == true) {
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renderObjectsFast(false,true);
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}
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//pop matrices
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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// Added this to ensure all the selection calls are done now
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// (see http://www.unknownroad.com/rtfm/graphics/glselection.html section: [0x4])
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glFlush();
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//select units by checking the selected buffer
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int selCount= glRenderMode(GL_RENDER);
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if(selCount > 0) {
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VisibleQuadContainerCache &qCache = getQuadCache();
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for(int i = 1; i <= selCount; ++i) {
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int index = selectBuffer[i*4-1];
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if(index >= OBJECT_SELECT_OFFSET) {
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Object *object = qCache.visibleObjectList[index - OBJECT_SELECT_OFFSET];
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if(object != NULL) {
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obj = object;
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obj = object;
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if(withObjectSelection == true) {
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if(withObjectSelection == true) {
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break;
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break;
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}
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}
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}
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}
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}
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}
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else {
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}
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Unit *unit = qCache.visibleQuadUnitList[index];
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}
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if(unit != NULL && unit->isAlive()) {
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}
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units.push_back(unit);
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}
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void Renderer::selectUsingSelectionBuffer(Selection::UnitContainer &units,
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const Object *&obj, const bool withObjectSelection,
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const Vec2i &posDown, const Vec2i &posUp) {
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//compute center and dimensions of selection rectangle
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int x = (posDown.x+posUp.x) / 2;
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int y = (posDown.y+posUp.y) / 2;
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int w = abs(posDown.x-posUp.x);
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int h = abs(posDown.y-posUp.y);
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if(w < 1) {
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w = 1;
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}
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if(h < 1) {
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h = 1;
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}
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//declarations
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GLuint selectBuffer[Gui::maxSelBuff];
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//setup matrices
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glSelectBuffer(Gui::maxSelBuff, selectBuffer);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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GLint renderModeResult = glRenderMode(GL_SELECT);
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if(renderModeResult < 0) {
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const char *errorString= reinterpret_cast<const char*>(gluErrorString(renderModeResult));
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char szBuf[4096]="";
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sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",renderModeResult,renderModeResult,errorString,__FILE__,__LINE__);
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printf("%s\n",szBuf);
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}
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glLoadIdentity();
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const Metrics &metrics= Metrics::getInstance();
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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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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));
|
else if(selCount < 0) {
|
||||||
char szBuf[4096]="";
|
const char *errorString= reinterpret_cast<const char*>(gluErrorString(selCount));
|
||||||
sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",selCount,selCount,errorString,__FILE__,__LINE__);
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -503,6 +503,10 @@ public:
|
||||||
//computing
|
//computing
|
||||||
bool computePosition(const Vec2i &screenPos, Vec2i &worldPos);
|
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 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
|
//gl wrap
|
||||||
string getGlInfo();
|
string getGlInfo();
|
||||||
|
|
|
@ -1001,6 +1001,7 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
|
||||||
// Use offset instead of pointer.
|
// Use offset instead of pointer.
|
||||||
// OpenGL should perform asynch DMA transfer, so glReadPixels() will return immediately.
|
// 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[index]);
|
||||||
|
//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
|
||||||
|
|
||||||
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||||
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
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();
|
//t1.start();
|
||||||
|
|
||||||
// map the PBO that contain framebuffer pixels before processing it
|
// 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[nextIndex]);
|
||||||
//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
|
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
|
||||||
GLubyte* src = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB);
|
GLubyte* src = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB);
|
||||||
if(src) {
|
if(src) {
|
||||||
pixmapScreenShot = new Pixmap2D(w+1, h+1, colorComponents);
|
pixmapScreenShot = new Pixmap2D(w+1, h+1, colorComponents);
|
||||||
memcpy(pixmapScreenShot->getPixels(),src,(size_t)pixmapScreenShot->getPixelByteCount());
|
memcpy(pixmapScreenShot->getPixels(),src,(size_t)pixmapScreenShot->getPixelByteCount());
|
||||||
|
|
||||||
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); // release pointer to the mapped buffer
|
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); // release pointer to the mapped buffer
|
||||||
|
|
||||||
//pixmapScreenShot->save("debugPBO.png");
|
//pixmapScreenShot->save("debugPBO.png");
|
||||||
}
|
}
|
||||||
|
|
||||||
// measure the time reading framebuffer
|
// measure the time reading framebuffer
|
||||||
//t1.stop();
|
//t1.stop();
|
||||||
//processTime = t1.getElapsedTimeInMilliSec();
|
//processTime = t1.getElapsedTimeInMilliSec();
|
||||||
|
|
||||||
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
|
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() {
|
void PixelBufferWrapper::begin() {
|
||||||
if(PixelBufferWrapper::isPBOEnabled == true) {
|
if(PixelBufferWrapper::isPBOEnabled == true) {
|
||||||
// set the framebuffer to read
|
// set the framebuffer to read
|
||||||
glReadBuffer(GL_FRONT);
|
//glReadBuffer(GL_FRONT);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PixelBufferWrapper::end() {
|
void PixelBufferWrapper::end() {
|
||||||
if(PixelBufferWrapper::isPBOEnabled == true) {
|
if(PixelBufferWrapper::isPBOEnabled == true) {
|
||||||
// set the framebuffer to read
|
// set the framebuffer to read
|
||||||
glReadBuffer(GL_BACK);
|
//glReadBuffer(GL_BACK);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1133,7 +1131,7 @@ void BaseColorPickEntity::beginPicking() {
|
||||||
// turn off texturing, lighting and fog
|
// turn off texturing, lighting and fog
|
||||||
//glClearColor (0.0,0.0,0.0,0.0);
|
//glClearColor (0.0,0.0,0.0,0.0);
|
||||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
//glClear(GL_COLOR_BUFFER_BIT);
|
||||||
glDisable(GL_TEXTURE_2D);
|
glDisable(GL_TEXTURE_2D);
|
||||||
glDisable(GL_FOG);
|
glDisable(GL_FOG);
|
||||||
glDisable(GL_LIGHTING);
|
glDisable(GL_LIGHTING);
|
||||||
|
@ -1141,30 +1139,10 @@ void BaseColorPickEntity::beginPicking() {
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
glDisable(GL_MULTISAMPLE);
|
glDisable(GL_MULTISAMPLE);
|
||||||
glDisable(GL_DITHER);
|
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() {
|
void BaseColorPickEntity::endPicking() {
|
||||||
// turn off texturing, lighting and fog
|
// turn off texturing, lighting and fog
|
||||||
|
|
||||||
glEnable(GL_TEXTURE_2D);
|
glEnable(GL_TEXTURE_2D);
|
||||||
glEnable(GL_FOG);
|
glEnable(GL_FOG);
|
||||||
glEnable(GL_LIGHTING);
|
glEnable(GL_LIGHTING);
|
||||||
|
@ -1172,25 +1150,17 @@ void BaseColorPickEntity::endPicking() {
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glEnable(GL_MULTISAMPLE);
|
glEnable(GL_MULTISAMPLE);
|
||||||
glEnable(GL_DITHER);
|
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;
|
vector<int> pickedModels;
|
||||||
|
|
||||||
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
//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 auto_ptr<unsigned char> cachedPixels;
|
static auto_ptr<Pixmap2D> cachedPixels;
|
||||||
static int cachedPixelsW = -1;
|
//static int cachedPixelsW = -1;
|
||||||
static int cachedPixelsH = -1;
|
//static int cachedPixelsH = -1;
|
||||||
unsigned char *pixelBuffer = NULL;
|
|
||||||
|
|
||||||
//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
//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) {
|
if(PixelBufferWrapper::getIsPBOEnable() == true) {
|
||||||
// Only update the pixel buffer every x milliseconds or as required
|
// 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) {
|
lastSnapshot.getMillis() > selectionMillisecondUpdate) {
|
||||||
//printf("Updating selection millis = %ld\n",lastSnapshot.getMillis());
|
//printf("Updating selection millis = %ld\n",lastSnapshot.getMillis());
|
||||||
|
|
||||||
lastSnapshot.reset();
|
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()]);
|
//cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
|
||||||
memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
|
//memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
|
||||||
cachedPixelsW = w+1;
|
//cachedPixelsW = w+1;
|
||||||
cachedPixelsH = h+1;
|
//cachedPixelsH = h+1;
|
||||||
|
|
||||||
delete pixmapScreenShot;
|
//delete pixmapScreenShot;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Only update the pixel buffer every x milliseconds or as required
|
// 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) {
|
lastSnapshot.getMillis() > selectionMillisecondUpdate) {
|
||||||
//printf("Updating selection millis = %ld\n",lastSnapshot.getMillis());
|
//printf("Updating selection millis = %ld\n",lastSnapshot.getMillis());
|
||||||
|
|
||||||
lastSnapshot.reset();
|
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);
|
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||||
//glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixmapScreenShot->getPixels());
|
//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);
|
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||||
|
|
||||||
cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
|
//cachedPixels.reset(new unsigned char[(unsigned int)pixmapScreenShot->getPixelByteCount()]);
|
||||||
memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
|
//memcpy(cachedPixels.get(),pixmapScreenShot->getPixels(),(size_t)pixmapScreenShot->getPixelByteCount());
|
||||||
cachedPixelsW = w+1;
|
//cachedPixelsW = w+1;
|
||||||
cachedPixelsH = h+1;
|
//cachedPixelsH = h+1;
|
||||||
|
|
||||||
delete pixmapScreenShot;
|
//delete pixmapScreenShot;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
pixelBuffer = cachedPixels.get();
|
unsigned char *pixelBuffer = cachedPixels->getPixels();
|
||||||
|
|
||||||
// Enable screenshots to debug selection scene
|
// Enable screenshots to debug selection scene
|
||||||
//pixmapScreenShot->save("debug.png");
|
//pixmapScreenShot->save("debug.png");
|
||||||
|
|
Loading…
Reference in New Issue