mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
restore depth based world mouse position
This commit is contained in:
175
renderer.cpp
175
renderer.cpp
@@ -161,6 +161,8 @@ bool opengl_renderer::Init(GLFWwindow *Window)
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m_pick_shader = make_shader("vertexonly.vert", "pick.frag");
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m_billboard_shader = make_shader("simpleuv.vert", "billboard.frag");
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m_celestial_shader = make_shader("celestial.vert", "celestial.frag");
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if (Global.gfx_usegles)
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m_depth_pointer_shader = make_shader("quad.vert", "gles_depthpointer.frag");
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m_invalid_material = Fetch_Material("invalid");
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}
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catch (gl::shader_exception const &e)
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@@ -296,7 +298,59 @@ bool opengl_renderer::Init(GLFWwindow *Window)
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m_picking_pbo = std::make_unique<gl::pbo>();
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m_picking_node_pbo = std::make_unique<gl::pbo>();
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WriteLog("picking pbos created");
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m_depth_pointer_pbo = std::make_unique<gl::pbo>();
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if (!Global.gfx_usegles && Global.iMultisampling)
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{
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m_depth_pointer_rb = std::make_unique<gl::renderbuffer>();
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m_depth_pointer_rb->alloc(Global.gfx_format_depth, 1, 1);
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m_depth_pointer_fb = std::make_unique<gl::framebuffer>();
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m_depth_pointer_fb->attach(*m_depth_pointer_rb, GL_DEPTH_ATTACHMENT);
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if (!m_depth_pointer_fb->is_complete())
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return false;
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}
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else if (Global.gfx_usegles)
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{
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m_depth_pointer_tex = std::make_unique<opengl_texture>();
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GLenum format = Global.gfx_format_depth;
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if (Global.gfx_skippipeline)
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{
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gl::framebuffer::unbind();
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GLint bits, type;
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glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH, GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, &bits);
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glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH, GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, &type);
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if (type == GL_FLOAT && bits == 32)
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format = GL_DEPTH_COMPONENT32F;
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else if (bits == 16)
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format = GL_DEPTH_COMPONENT16;
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else if (bits == 24)
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format = GL_DEPTH_COMPONENT24;
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else if (bits == 32)
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format = GL_DEPTH_COMPONENT32;
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}
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m_depth_pointer_tex->alloc_rendertarget(format, GL_DEPTH_COMPONENT, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height);
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m_depth_pointer_rb = std::make_unique<gl::renderbuffer>();
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m_depth_pointer_rb->alloc(GL_R16UI, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height);
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m_depth_pointer_fb = std::make_unique<gl::framebuffer>();
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m_depth_pointer_fb->attach(*m_depth_pointer_tex, GL_DEPTH_ATTACHMENT);
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m_depth_pointer_fb2 = std::make_unique<gl::framebuffer>();
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m_depth_pointer_fb2->attach(*m_depth_pointer_rb, GL_COLOR_ATTACHMENT0);
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if (!m_depth_pointer_fb->is_complete())
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return false;
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if (!m_depth_pointer_fb2->is_complete())
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return false;
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}
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WriteLog("picking objects created");
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WriteLog("renderer initialization finished!");
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@@ -555,8 +609,8 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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if (Global.gfx_postfx_motionblur_enabled)
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{
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m_main_fb->clear(GL_COLOR_BUFFER_BIT);
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m_msaa_fb->blit_to(*m_main_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
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m_msaa_fb->blit_to(*m_main_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT1);
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m_msaa_fb->blit_to(m_main_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
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m_msaa_fb->blit_to(m_main_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT1);
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model_ubs.param[0].x = m_framerate / (1.0 / Global.gfx_postfx_motionblur_shutter);
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model_ubo->update(model_ubs);
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@@ -565,7 +619,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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else
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{
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m_main2_fb->clear(GL_COLOR_BUFFER_BIT);
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m_msaa_fb->blit_to(*m_main2_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
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m_msaa_fb->blit_to(m_main2_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
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}
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if (!Global.gfx_usegles && !Global.gfx_shadergamma)
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@@ -1587,7 +1641,7 @@ void opengl_renderer::Render(scene::basic_region *Region)
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{
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// when editor mode is active calculate world position of the cursor
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// at this stage the z-buffer is filled with only ground geometry
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Update_Mouse_Position();
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get_mouse_depth();
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}
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Render(std::begin(m_cellqueue), std::end(m_cellqueue));
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break;
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@@ -3411,7 +3465,7 @@ void opengl_renderer::Update_Pick_Node()
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m_node_pick_requests.clear();
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}
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if (!m_picking_node_pbo->is_busy())
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if (!m_node_pick_requests.empty())
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{
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// determine point to examine
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glm::dvec2 mousepos = Application.get_cursor_pos();
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@@ -3439,29 +3493,100 @@ void opengl_renderer::pick_node(std::function<void(scene::basic_node *)> callbac
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m_node_pick_requests.push_back(callback);
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}
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glm::dvec3 opengl_renderer::Update_Mouse_Position()
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glm::dvec3 opengl_renderer::get_mouse_depth()
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{
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// m7t: we need to blit multisampled framebuffer into regular one
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// and better to use PBO and wait frame or two to improve performance
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/*
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glm::dvec2 mousepos;
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glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
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mousepos = glm::ivec2{mousepos.x * Global.render_width / std::max(1, Global.iWindowWidth), mousepos.y * Global.render_height / std::max(1, Global.iWindowHeight)};
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GLfloat pointdepth;
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::glReadPixels( mousepos.x, mousepos.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pointdepth );
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if (!m_depth_pointer_pbo->is_busy())
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{
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// determine point to examine
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glm::dvec2 mousepos = Application.get_cursor_pos();
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mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
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if( pointdepth < 1.0 ) {
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m_worldmousecoordinates =
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glm::unProject(
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glm::vec3{ mousepos, pointdepth },
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glm::mat4{ glm::mat3{ m_colorpass.camera.modelview() } },
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m_colorpass.camera.projection(),
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glm::vec4{ 0, 0, Global.render_width, Global.render_height } );
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glm::ivec2 bufferpos;
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bufferpos = glm::ivec2{mousepos.x * Global.gfx_framebuffer_width / std::max(1, Global.iWindowWidth),
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mousepos.y * Global.gfx_framebuffer_height / std::max(1, Global.iWindowHeight)};
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bufferpos = glm::clamp(bufferpos, glm::ivec2(0, 0), glm::ivec2(Global.gfx_framebuffer_width - 1, Global.gfx_framebuffer_height - 1));
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float pointdepth = std::numeric_limits<float>::max();
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if (!Global.gfx_usegles)
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{
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m_depth_pointer_pbo->read_data(1, 1, &pointdepth, 4);
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if (!Global.iMultisampling)
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{
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m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT);
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}
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else if (Global.gfx_skippipeline)
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{
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gl::framebuffer::blit(nullptr, m_depth_pointer_fb.get(), bufferpos.x, bufferpos.y, 1, 1, GL_DEPTH_BUFFER_BIT, 0);
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m_depth_pointer_fb->bind();
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m_depth_pointer_pbo->request_read(0, 0, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT);
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m_depth_pointer_fb->unbind();
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}
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else
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{
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gl::framebuffer::blit(m_msaa_fb.get(), m_depth_pointer_fb.get(), bufferpos.x, bufferpos.y, 1, 1, GL_DEPTH_BUFFER_BIT, 0);
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m_depth_pointer_fb->bind();
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m_depth_pointer_pbo->request_read(0, 0, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT);
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m_msaa_fb->bind();
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}
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}
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else
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{
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unsigned int data[4];
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if (m_depth_pointer_pbo->read_data(1, 1, data, 16))
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pointdepth = (double)data[0] / 65535.0;
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if (Global.gfx_skippipeline)
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{
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gl::framebuffer::blit(nullptr, m_depth_pointer_fb.get(), 0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_DEPTH_BUFFER_BIT, 0);
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m_empty_vao->bind();
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m_depth_pointer_tex->bind(0);
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m_depth_pointer_shader->bind();
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m_depth_pointer_fb2->bind();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 16, GL_RGBA_INTEGER, GL_UNSIGNED_INT);
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m_depth_pointer_shader->unbind();
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m_empty_vao->unbind();
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m_depth_pointer_fb2->unbind();
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}
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else
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{
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gl::framebuffer::blit(m_msaa_fb.get(), m_depth_pointer_fb.get(), 0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_DEPTH_BUFFER_BIT, 0);
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m_empty_vao->bind();
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m_depth_pointer_tex->bind(0);
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m_depth_pointer_shader->bind();
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m_depth_pointer_fb2->bind();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 16, GL_RGBA_INTEGER, GL_UNSIGNED_INT);
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m_depth_pointer_shader->unbind();
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m_empty_vao->unbind();
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m_msaa_fb->bind();
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}
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}
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return m_colorpass.camera.position() + glm::dvec3{ m_worldmousecoordinates };
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*/
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return glm::dvec3();
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if (pointdepth != std::numeric_limits<float>::max())
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{
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if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
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m_worldmousecoordinates = glm::unProjectZO(
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glm::vec3(bufferpos, pointdepth),
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glm::mat4(glm::mat3(m_colorpass.camera.modelview())),
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m_colorpass.camera.projection(),
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glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height));
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else
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m_worldmousecoordinates = glm::unProjectNO(
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glm::vec3(bufferpos, pointdepth),
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glm::mat4(glm::mat3(m_colorpass.camera.modelview())),
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m_colorpass.camera.projection(),
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glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height));
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}
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}
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return m_colorpass.camera.position() + glm::dvec3{ m_worldmousecoordinates };
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}
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void opengl_renderer::Update(double const Deltatime)
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