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https://github.com/sampletext32/ParkanPlayground.git
synced 2026-08-15 02:57:49 +04:00
gpu picking and qol
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@@ -15,16 +15,25 @@ public sealed class ViewportRenderer
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public GL Gl => _gl;
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private ShaderProgram? _meshShader;
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private ShaderProgram? _pickingShader;
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private GpuMesh? _unitWireBoxMesh;
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private GpuMesh? _axesMesh;
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private uint _pickingFramebuffer;
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private uint _pickingColorTexture;
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private uint _pickingDepthRenderbuffer;
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private int _pickingWidth;
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private int _pickingHeight;
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private int _modelLocation;
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private int _mvpLocation;
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private int _lightDirectionLocation;
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private int _useTextureLocation;
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private int _texture0Location;
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private int _colorAddLocation;
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private int _pickingMvpLocation;
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private int _pickingColorLocation;
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private bool _initialized;
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@@ -79,6 +88,58 @@ public sealed class ViewportRenderer
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return _framebuffer.ColorTexture;
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}
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/// <summary>
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/// Делает GPU picking: рендерит pieces в служебный framebuffer уникальными цветами и читает один пиксель.
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/// Так выбор совпадает с видимой геометрией и не требует CPU-копии вершин.
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/// </summary>
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public unsafe int PickPiece(int width, int height, ViewportScene scene, ViewportCamera camera, Vector2 localMouse)
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{
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EnsureInitialized();
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if (_pickingShader == null || width <= 1 || height <= 1)
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return -1;
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var x = Math.Clamp((int)localMouse.X, 0, width - 1);
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var y = Math.Clamp(height - 1 - (int)localMouse.Y, 0, height - 1);
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EnsurePickingFramebuffer(width, height);
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try
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{
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_gl.BindFramebuffer(FramebufferTarget.Framebuffer, _pickingFramebuffer);
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_gl.Viewport(0, 0, (uint)width, (uint)height);
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_gl.Enable(EnableCap.DepthTest);
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_gl.Disable(EnableCap.CullFace);
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_gl.Disable(EnableCap.Blend);
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_gl.Disable(EnableCap.StencilTest);
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_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
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_gl.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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_gl.Clear((uint)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
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var aspect = width / (float)Math.Max(1, height);
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var sceneRotation = camera.GetSceneRotationMatrix();
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var view = camera.GetViewMatrix();
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var projection = camera.GetProjectionMatrix(aspect);
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_pickingShader.Use();
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foreach (var piece in scene.Pieces)
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DrawPieceForPicking(piece, sceneRotation, view, projection);
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Span<byte> pixel = stackalloc byte[4];
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fixed (byte* pixelPtr = pixel)
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{
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_gl.ReadPixels(x, y, 1, 1, PixelFormat.Rgba, PixelType.UnsignedByte, pixelPtr);
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}
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var encoded = pixel[0] | (pixel[1] << 8) | (pixel[2] << 16);
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return encoded == 0 ? -1 : encoded - 1;
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}
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finally
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{
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RestoreDefaultRenderTargetState();
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}
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}
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private void DrawGrid(
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ViewportScene scene,
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Matrix4x4 sceneRotation,
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@@ -187,6 +248,27 @@ public sealed class ViewportRenderer
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DrawMesh(mesh, model, view, projection, colorAdd);
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}
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private void DrawPieceForPicking(
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ViewportPiece piece,
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Matrix4x4 sceneRotation,
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Matrix4x4 view,
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Matrix4x4 projection)
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{
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if (_pickingShader == null)
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throw new InvalidOperationException("Viewport picking shader is not initialized.");
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var encodedColor = EncodePickingColor(piece.Id);
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var model = piece.LocalTransform * sceneRotation;
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var mvp = model * view * projection;
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_pickingShader.SetMatrix4(_pickingMvpLocation, mvp);
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_pickingShader.SetVector4(_pickingColorLocation, encodedColor);
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// Рисуем теми же VAO, что и обычный viewport. Depth buffer сам выберет ближайшую piece под курсором.
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foreach (var mesh in piece.Meshes)
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mesh.Draw();
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}
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private void DrawMesh(
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GpuMesh mesh,
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Matrix4x4 model,
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@@ -231,6 +313,90 @@ public sealed class ViewportRenderer
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return Matrix4x4.CreateScale(size * 0.5f) * Matrix4x4.CreateTranslation(center);
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}
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private unsafe void EnsurePickingFramebuffer(int width, int height)
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{
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width = Math.Max(1, width);
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height = Math.Max(1, height);
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if (_pickingFramebuffer != 0 && _pickingWidth == width && _pickingHeight == height)
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return;
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_pickingWidth = width;
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_pickingHeight = height;
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if (_pickingFramebuffer == 0)
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{
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_pickingFramebuffer = _gl.GenFramebuffer();
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_pickingColorTexture = _gl.GenTexture();
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_pickingDepthRenderbuffer = _gl.GenRenderbuffer();
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}
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_gl.BindTexture(TextureTarget.Texture2D, _pickingColorTexture);
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_gl.TexImage2D(
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TextureTarget.Texture2D,
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0,
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InternalFormat.Rgba8,
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(uint)width,
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(uint)height,
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0,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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null);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
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_gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, _pickingDepthRenderbuffer);
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_gl.RenderbufferStorage(RenderbufferTarget.Renderbuffer, InternalFormat.DepthComponent24, (uint)width, (uint)height);
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_gl.BindFramebuffer(FramebufferTarget.Framebuffer, _pickingFramebuffer);
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_gl.FramebufferTexture2D(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.ColorAttachment0,
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TextureTarget.Texture2D,
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_pickingColorTexture,
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0);
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_gl.FramebufferRenderbuffer(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.DepthAttachment,
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RenderbufferTarget.Renderbuffer,
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_pickingDepthRenderbuffer);
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var status = _gl.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
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if (status != GLEnum.FramebufferComplete)
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throw new InvalidOperationException($"Viewport picking framebuffer is incomplete: {status}");
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_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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_gl.BindTexture(TextureTarget.Texture2D, 0);
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_gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0);
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}
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private void RestoreDefaultRenderTargetState()
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{
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_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
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_gl.Disable(EnableCap.DepthTest);
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_gl.Disable(EnableCap.StencilTest);
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_gl.UseProgram(0);
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_gl.BindVertexArray(0);
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_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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var framebufferSize = _window.FramebufferSize;
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_gl.Viewport(0, 0, (uint)framebufferSize.X, (uint)framebufferSize.Y);
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}
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private static Vector4 EncodePickingColor(int pieceId)
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{
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var encoded = pieceId + 1;
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if (encoded <= 0 || encoded > 0x00FFFFFF)
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return Vector4.Zero;
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var r = (encoded & 0x0000FF) / 255.0f;
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var g = ((encoded >> 8) & 0x0000FF) / 255.0f;
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var b = ((encoded >> 16) & 0x0000FF) / 255.0f;
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return new Vector4(r, g, b, 1.0f);
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}
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private void EnsureInitialized()
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{
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if (_initialized)
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@@ -304,7 +470,34 @@ public sealed class ViewportRenderer
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}
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""";
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const string pickingVertexShaderSource = """
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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uniform mat4 uMvp;
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void main()
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{
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gl_Position = uMvp * vec4(aPosition, 1.0);
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}
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""";
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const string pickingFragmentShaderSource = """
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#version 330 core
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uniform vec4 uPickColor;
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out vec4 FragColor;
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void main()
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{
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FragColor = uPickColor;
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}
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""";
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_meshShader = new ShaderProgram(_gl, meshVertexShaderSource, meshFragmentShaderSource, "Viewport mesh");
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_pickingShader = new ShaderProgram(_gl, pickingVertexShaderSource, pickingFragmentShaderSource,
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"Viewport picking");
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_modelLocation = _meshShader.GetUniformLocation("uModel");
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_mvpLocation = _meshShader.GetUniformLocation("uMvp");
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@@ -312,5 +505,8 @@ public sealed class ViewportRenderer
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_useTextureLocation = _meshShader.GetUniformLocation("uUseTexture");
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_texture0Location = _meshShader.GetUniformLocation("uTexture0");
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_colorAddLocation = _meshShader.GetUniformLocation("uColorAdd");
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_pickingMvpLocation = _pickingShader.GetUniformLocation("uMvp");
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_pickingColorLocation = _pickingShader.GetUniformLocation("uPickColor");
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}
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}
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