Picking use shaders.

This commit is contained in:
UnknownShadow200 2015-04-05 16:39:27 +10:00
parent fbb3aa2393
commit d30c6fb148
2 changed files with 33 additions and 24 deletions

View file

@ -206,6 +206,7 @@ namespace ClassicalSharp {
const double imageCheckPeriod = 30.0;
double ticksAccumulator = 0, imageCheckAccumulator = 0;
internal Matrix4 mvp;
protected override void OnRenderFrame( FrameEventArgs e ) {
accumulator += e.Time;
imageCheckAccumulator += e.Time;
@ -244,6 +245,7 @@ namespace ClassicalSharp {
Graphics.SetMatrixMode( MatrixType.Modelview );
Matrix4 modelView = Camera.GetView();
View = modelView;
mvp = modelView * Projection;
Graphics.LoadMatrix( ref modelView );
Culling.CalcFrustumEquations( ref Projection, ref modelView );

View file

@ -8,21 +8,20 @@ namespace ClassicalSharp.Renderers {
Game window;
OpenGLApi graphics;
PickingShader shader;
public PickingRenderer( Game window ) {
this.window = window;
graphics = window.Graphics;
shader = new PickingShader();
shader.Initialise( graphics );
}
FastColour col = FastColour.White;
double accumulator;
int index = 0;
VertexPos3fCol4b[] vertices = new VertexPos3fCol4b[24 * ( 3 * 2 )];
Vector3[] vertices = new Vector3[24 * ( 3 * 2 )];
const float size = 0.0625f;
const float offset = 0.01f;
public void Render( double delta ) {
accumulator += delta;
index = 0;
PickedPos pickedPos = window.SelectedPos;
@ -60,38 +59,46 @@ namespace ClassicalSharp.Renderers {
DrawZPlane( max.Z + offset, max.X + offset, min.Y - offset, max.X - size + offset, max.Y + offset );
DrawZPlane( max.Z + offset, min.X - offset, min.Y - offset, max.X + offset, min.Y + size - offset );
DrawZPlane( max.Z + offset, min.X - offset, max.Y + offset, max.X + offset, max.Y - size + offset );
graphics.DrawVertices( DrawMode.Triangles, vertices, vertices.Length );
graphics.UseProgram( shader.ProgramId );
graphics.SetUniform( shader.mvpLoc, ref window.mvp );
graphics.BeginDrawClientVertices( DrawMode.Triangles );
for( int i = 0; i < vertices.Length; i++ ) {
graphics.SetVertexAttrib( shader.positionLoc, vertices[i] );
}
graphics.EndDrawClientVertices();
graphics.UseProgram( 0 );
}
}
void DrawXPlane( float x, float z1, float y1, float z2, float y2 ) {
vertices[index++] = new VertexPos3fCol4b( x, y1, z1, col );
vertices[index++] = new VertexPos3fCol4b( x, y2, z1, col );
vertices[index++] = new VertexPos3fCol4b( x, y2, z2, col );
vertices[index++] = new Vector3( x, y1, z1 );
vertices[index++] = new Vector3( x, y2, z1 );
vertices[index++] = new Vector3( x, y2, z2 );
vertices[index++] = new VertexPos3fCol4b( x, y2, z2, col );
vertices[index++] = new VertexPos3fCol4b( x, y1, z2, col );
vertices[index++] = new VertexPos3fCol4b( x, y1, z1, col );
vertices[index++] = new Vector3( x, y2, z2 );
vertices[index++] = new Vector3( x, y1, z2 );
vertices[index++] = new Vector3( x, y1, z1 );
}
void DrawZPlane( float z, float x1, float y1, float x2, float y2 ) {
vertices[index++] = new VertexPos3fCol4b( x1, y1, z, col );
vertices[index++] = new VertexPos3fCol4b( x1, y2, z, col );
vertices[index++] = new VertexPos3fCol4b( x2, y2, z, col );
vertices[index++] = new Vector3( x1, y1, z );
vertices[index++] = new Vector3( x1, y2, z );
vertices[index++] = new Vector3( x2, y2, z );
vertices[index++] = new VertexPos3fCol4b( x2, y2, z, col );
vertices[index++] = new VertexPos3fCol4b( x2, y1, z, col );
vertices[index++] = new VertexPos3fCol4b( x1, y1, z, col );
vertices[index++] = new Vector3( x2, y2, z );
vertices[index++] = new Vector3( x2, y1, z );
vertices[index++] = new Vector3( x1, y1, z );
}
void DrawYPlane( float y, float x1, float z1, float x2, float z2 ) {
vertices[index++] = new VertexPos3fCol4b( x1, y, z1, col );
vertices[index++] = new VertexPos3fCol4b( x1, y, z2, col );
vertices[index++] = new VertexPos3fCol4b( x2, y, z2, col );
vertices[index++] = new Vector3( x1, y, z1 );
vertices[index++] = new Vector3( x1, y, z2 );
vertices[index++] = new Vector3( x2, y, z2 );
vertices[index++] = new VertexPos3fCol4b( x2, y, z2, col );
vertices[index++] = new VertexPos3fCol4b( x2, y, z1, col );
vertices[index++] = new VertexPos3fCol4b( x1, y, z1, col );
vertices[index++] = new Vector3( x2, y, z2 );
vertices[index++] = new Vector3( x2, y, z1 );
vertices[index++] = new Vector3( x1, y, z1 );
}
}
}