/*
This file is part of Magnum.
Original authors — credit is appreciated but not required:
2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022, 2023, 2024 — Vladimír Vondruš <mosra@centrum.cz>
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute
this software, either in source code form or as a compiled binary, for any
purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of
this software dedicate any and all copyright interest in the software to
the public domain. We make this dedication for the benefit of the public
at large and to the detriment of our heirs and successors. We intend this
dedication to be an overt act of relinquishment in perpetuity of all
present and future rights to this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <Corrade/Containers/StridedArrayView.h>
#include <Corrade/Containers/Reference.h>
#include <Corrade/Utility/Resource.h>
#include <Magnum/Image.h>
#include <Magnum/PixelFormat.h>
#include <Magnum/GL/Context.h>
#include <Magnum/GL/DefaultFramebuffer.h>
#include <Magnum/GL/Framebuffer.h>
#include <Magnum/GL/Mesh.h>
#include <Magnum/GL/Renderbuffer.h>
#include <Magnum/GL/RenderbufferFormat.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/GL/Texture.h>
#include <Magnum/GL/TextureFormat.h>
#include <Magnum/GL/Version.h>
#include <Magnum/Math/Color.h>
#include <Magnum/MeshTools/Compile.h>
#include <Magnum/Platform/Sdl2Application.h>
#include <Magnum/Primitives/Cube.h>
#include <Magnum/Primitives/Plane.h>
#include <Magnum/Primitives/UVSphere.h>
#include <Magnum/Trade/MeshData.h>
#include <Magnum/SceneGraph/Scene.h>
#include <Magnum/SceneGraph/MatrixTransformation3D.h>
#include <Magnum/SceneGraph/Camera.h>
#include <Magnum/SceneGraph/Drawable.h>
#include <Magnum/Shaders/PhongGL.h>
namespace Magnum { namespace Examples {
using namespace Magnum::Math::Literals;
typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D;
class PickableObject: public Object3D, SceneGraph::Drawable3D {
public:
explicit PickableObject(UnsignedInt id, Shaders::PhongGL& shader, const Color3& color, GL::Mesh& mesh, Object3D& parent, SceneGraph::DrawableGroup3D& drawables): Object3D{&parent}, SceneGraph::Drawable3D{*this, &drawables}, _id{id}, _selected{false}, _shader(shader), _color{color}, _mesh(mesh) {}
void setSelected(bool selected) { _selected = selected; }
private:
virtual void draw(const Matrix4& transformationMatrix, SceneGraph::Camera3D& camera) {
_shader.setTransformationMatrix(transformationMatrix)
.setNormalMatrix(transformationMatrix.normalMatrix())
.setProjectionMatrix(camera.projectionMatrix())
.setAmbientColor(_selected ? _color*0.3f : Color3{})
.setDiffuseColor(_color*(_selected ? 2.0f : 1.0f))
/* relative to the camera */
.setLightPositions({{13.0f, 2.0f, 5.0f, 0.0f}})
.setObjectId(_id)
.draw(_mesh);
}
UnsignedInt _id;
bool _selected;
Shaders::PhongGL& _shader;
Color3 _color;
GL::Mesh& _mesh;
};
class PickingExample: public Platform::Application {
public:
explicit PickingExample(const Arguments& arguments);
private:
void drawEvent() override;
void pointerPressEvent(PointerEvent& event) override;
void pointerMoveEvent(PointerMoveEvent& event) override;
void pointerReleaseEvent(PointerEvent& event) override;
Scene3D _scene;
Object3D* _cameraObject;
SceneGraph::Camera3D* _camera;
SceneGraph::DrawableGroup3D _drawables;
Shaders::PhongGL _shader{Shaders::PhongGL::Configuration{}
.setFlags(Shaders::PhongGL::Flag::ObjectId)};
GL::Mesh _cube, _plane, _sphere;
enum { ObjectCount = 6 };
PickableObject* _objects[ObjectCount];
GL::Framebuffer _framebuffer;
GL::Renderbuffer _color, _objectId, _depth;
Vector2 _previousPointerPosition, _pointerPressPosition;
};
PickingExample::PickingExample(const Arguments& arguments): Platform::Application{arguments, Configuration{}.setTitle("Magnum object picking example")}, _framebuffer{GL::defaultFramebuffer.viewport()} {
MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL330);
/* Global renderer configuration */
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
/* Configure framebuffer. Using a 32-bit int for object ID, which is likely
enough. Use a smaller type if you have less objects to save memory. */
_color.setStorage(GL::RenderbufferFormat::RGBA8, GL::defaultFramebuffer.viewport().size());
_objectId.setStorage(GL::RenderbufferFormat::R32UI, GL::defaultFramebuffer.viewport().size());
_depth.setStorage(GL::RenderbufferFormat::DepthComponent24, GL::defaultFramebuffer.viewport().size());
_framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, _color)
.attachRenderbuffer(GL::Framebuffer::ColorAttachment{1}, _objectId)
.attachRenderbuffer(GL::Framebuffer::BufferAttachment::Depth, _depth)
.mapForDraw({{Shaders::PhongGL::ColorOutput, GL::Framebuffer::ColorAttachment{0}},
{Shaders::PhongGL::ObjectIdOutput, GL::Framebuffer::ColorAttachment{1}}});
CORRADE_INTERNAL_ASSERT(_framebuffer.checkStatus(GL::FramebufferTarget::Draw) == GL::Framebuffer::Status::Complete);
/* Set up meshes */
_cube = MeshTools::compile(Primitives::cubeSolid());
_sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32));
_plane = MeshTools::compile(Primitives::planeSolid());
/* Set up objects */
(*(_objects[0] = new PickableObject{1, _shader, 0x3bd267_rgbf, _cube, _scene, _drawables}))
.rotate(34.0_degf, Vector3(1.0f).normalized())
.translate({1.0f, 0.3f, -1.2f});
(*(_objects[1] = new PickableObject{2, _shader, 0x2f83cc_rgbf, _sphere, _scene, _drawables}))
.translate({-1.2f, -0.3f, -0.2f});
(*(_objects[2] = new PickableObject{3, _shader, 0xdcdcdc_rgbf, _plane, _scene, _drawables}))
.rotate(278.0_degf, Vector3(1.0f).normalized())
.scale(Vector3(0.45f))
.translate({-1.0f, 1.2f, 1.5f});
(*(_objects[3] = new PickableObject{4, _shader, 0xc7cf2f_rgbf, _sphere, _scene, _drawables}))
.translate({-0.2f, -1.7f, -2.7f});
(*(_objects[4] = new PickableObject{5, _shader, 0xcd3431_rgbf, _sphere, _scene, _drawables}))
.translate({0.7f, 0.6f, 2.2f})
.scale(Vector3(0.75f));
(*(_objects[5] = new PickableObject{6, _shader, 0xa5c9ea_rgbf, _cube, _scene, _drawables}))
.rotate(-92.0_degf, Vector3(1.0f).normalized())
.scale(Vector3(0.25f))
.translate({-0.5f, -0.3f, 1.8f});
/* Configure camera */
_cameraObject = new Object3D{&_scene};
_cameraObject->translate(Vector3::zAxis(8.0f));
_camera = new SceneGraph::Camera3D{*_cameraObject};
_camera->setAspectRatioPolicy(SceneGraph::AspectRatioPolicy::Extend)
.setProjectionMatrix(Matrix4::perspectiveProjection(35.0_degf, 4.0f/3.0f, 0.001f, 100.0f))
.setViewport(GL::defaultFramebuffer.viewport().size());
}
void PickingExample::drawEvent() {
/* Draw to custom framebuffer */
_framebuffer
.clearColor(0, Color3{0.125f})
.clearColor(1, Vector4ui{})
.clearDepth(1.0f)
.bind();
_camera->draw(_drawables);
/* Clear the main buffer. Even though it seems unnecessary, if this is not
done, it can cause flicker on some drivers. */
GL::defaultFramebuffer.clear(GL::FramebufferClear::Color);
/* Blit color to window framebuffer */
GL::AbstractFramebuffer::blit(_framebuffer, GL::defaultFramebuffer,
_framebuffer.viewport(), GL::FramebufferBlit::Color);
swapBuffers();
}
void PickingExample::pointerPressEvent(PointerEvent& event) {
if(!event.isPrimary() ||
!(event.pointer() & (Pointer::MouseLeft|Pointer::Finger)))
return;
_previousPointerPosition = _pointerPressPosition = event.position();
event.setAccepted();
}
void PickingExample::pointerMoveEvent(PointerMoveEvent& event) {
if(!event.isPrimary() ||
!(event.pointers() & (Pointer::MouseLeft|Pointer::Finger)))
return;
/* We have to take window size, not framebuffer size, since the position is
in window coordinates and the two can be different on HiDPI systems */
const Vector2 delta = 3.0f*
Vector2{event.position() - _previousPointerPosition}/
Vector2{windowSize()};
(*_cameraObject)
.rotate(Rad{-delta.y()}, _cameraObject->transformation().right().normalized())
.rotateY(Rad{-delta.x()});
_previousPointerPosition = event.position();
event.setAccepted();
redraw();
}
void PickingExample::pointerReleaseEvent(PointerEvent& event) {
if(!event.isPrimary() ||
!(event.pointer() & (Pointer::MouseLeft|Pointer::Finger)) ||
/* Allow slight movement when clicking */
(_pointerPressPosition - event.position()).dot() >= 3.0f)
return;
/* First scale the position from being relative to window size to being
relative to framebuffer size as those two can be different on HiDPI
systems */
const Vector2i position = event.position()*framebufferSize()/Vector2{windowSize()};
const Vector2i fbPosition{position.x(), GL::defaultFramebuffer.viewport().sizeY() - position.y() - 1};
/* Read object ID at given click position, and then switch to the color
attachment again so drawEvent() blits correct buffer */
_framebuffer.mapForRead(GL::Framebuffer::ColorAttachment{1});
Image2D data = _framebuffer.read(
Range2Di::fromSize(fbPosition, {1, 1}),
{PixelFormat::R32UI});
_framebuffer.mapForRead(GL::Framebuffer::ColorAttachment{0});
/* Highlight object under mouse and deselect all other */
for(auto* o: _objects) o->setSelected(false);
UnsignedInt id = data.pixels<UnsignedInt>()[0][0];
if(id > 0 && id < ObjectCount + 1)
_objects[id - 1]->setSelected(true);
event.setAccepted();
redraw();
}
}}
MAGNUM_APPLICATION_MAIN(Magnum::Examples::PickingExample)