- 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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const bool withObjectSelection,
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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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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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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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@ -5776,144 +5799,6 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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h = 1;
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}
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const bool newPickingSelection = Config::getInstance().getBool("EnableColorPicking","false");
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if(newPickingSelection == true) {
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int x1 = posDown.x;
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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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y = min(y1,y2);
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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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y= (y * metrics.getScreenH() / metrics.getVirtualH());
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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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}
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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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@ -5959,10 +5844,23 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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}
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}
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}
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*/
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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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else {
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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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@ -5981,6 +5879,7 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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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);
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gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
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@ -6030,7 +5929,111 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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printf("%s\n",szBuf);
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}
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}
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void Renderer::selectUsingColorPicking(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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int x1 = posDown.x;
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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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int x = min(x1,x2);
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int y = min(y1,y2);
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int w = max(x1,x2) - min(x1,x2);
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int 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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const Metrics &metrics= Metrics::getInstance();
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x= (x * metrics.getScreenW() / metrics.getVirtualW());
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y= (y * metrics.getScreenH() / metrics.getVirtualH());
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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, true);
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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,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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//GraphicsInterface::getInstance().getCurrentContext()->swapBuffers();
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PixelBufferWrapper::end();
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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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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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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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}
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}
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}
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}
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@ -503,6 +503,10 @@ public:
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//computing
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bool computePosition(const Vec2i &screenPos, Vec2i &worldPos);
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void computeSelected(Selection::UnitContainer &units, const Object *&obj, const bool withObjectSelection, const Vec2i &posDown, const Vec2i &posUp);
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void selectUsingColorPicking(Selection::UnitContainer &units, const Object *&obj,const bool withObjectSelection,const Vec2i &posDown, const Vec2i &posUp);
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void selectUsingSelectionBuffer(Selection::UnitContainer &units,const Object *&obj, const bool withObjectSelection,const Vec2i &posDown, const Vec2i &posUp);
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void selectUsingFrustumSelection(Selection::UnitContainer &units,const Object *&obj, const bool withObjectSelection,const Vec2i &posDown, const Vec2i &posUp);
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//gl wrap
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string getGlInfo();
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@ -1001,6 +1001,7 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
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// Use offset instead of pointer.
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// OpenGL should perform asynch DMA transfer, so glReadPixels() will return immediately.
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glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
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//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
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//glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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@ -1014,22 +1015,19 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
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//t1.start();
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// map the PBO that contain framebuffer pixels before processing it
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glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
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//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
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//glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
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glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
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GLubyte* src = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB);
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if(src) {
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pixmapScreenShot = new Pixmap2D(w+1, h+1, colorComponents);
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memcpy(pixmapScreenShot->getPixels(),src,(size_t)pixmapScreenShot->getPixelByteCount());
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glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); // release pointer to the mapped buffer
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//pixmapScreenShot->save("debugPBO.png");
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}
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// measure the time reading framebuffer
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//t1.stop();
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//processTime = t1.getElapsedTimeInMilliSec();
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glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
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}
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@ -1039,14 +1037,14 @@ Pixmap2D *PixelBufferWrapper::getPixelBufferFor(int x,int y,int w,int h, int col
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void PixelBufferWrapper::begin() {
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if(PixelBufferWrapper::isPBOEnabled == true) {
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// set the framebuffer to read
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glReadBuffer(GL_FRONT);
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//glReadBuffer(GL_FRONT);
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}
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}
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void PixelBufferWrapper::end() {
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if(PixelBufferWrapper::isPBOEnabled == true) {
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// set the framebuffer to read
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glReadBuffer(GL_BACK);
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//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");
|
||||
|
|
Loading…
Reference in New Issue