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SFML Discussion :

Render textures et SFML.


Sujet :

SFML

  1. #1
    Invité
    Invité(e)
    Par défaut Render textures et SFML.
    Salut, je poste ici parce que le développeur de la SFML a supprimé mon compte parce que j'ai dis que sa librairie est buguée, et c'est vrai.

    J'ai besoin de conserver les données de la frame précédentes pour calculer la frame suivante, j'utilise deux textures de rendu, l'une sur laquelle j'effectue un clear à chaque tour de boucle car sinon, si je ne fais pas ça et que je travaille directement sur la frame courante il va m'affiche la frame courant et la frame précédente.

    Et je fais ceci, lorsque la caméra change, je met à jour la frame courante avec les données de la frame précédente, je dessine ensuite la frame courant, et enfin je met à jour la frame précédente, ce qui donne, ce code si :

    Code cpp : Sélectionner tout - Visualiser dans une fenêtre à part
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    #include "../../../include/odfaeg/Graphics/oitRenderComponent.h"
    #include "glCheck.h"
    #include <memory.h>
    using namespace sf;
    using namespace std;
    namespace odfaeg {
        namespace graphic {
            OITRenderComponent::OITRenderComponent (RenderWindow& window, int layer, std::string expression, bool twoLayers, sf::ContextSettings settings) :
                HeavyComponent(window, math::Vec3f(window.getView().getPosition().x, window.getView().getPosition().y, layer),
                              math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0),
                              math::Vec3f(window.getView().getSize().x + window.getView().getSize().x * 0.5f, window.getView().getPosition().y + window.getView().getSize().y * 0.5f, layer)),
                view(window.getView()),
                expression(expression),
                twoLayers(twoLayers) {
                update = false;
                sf::Vector3i resolution ((int) window.getSize().x, (int) window.getSize().y, window.getView().getSize().z);
                settings.depthBits = 0;
                settings.stencilBits = 0;
                frameBuffer.create(resolution.x, resolution.y,settings);
                previousFrame.create(resolution.x, resolution.y, settings);
                settings.depthBits = 32;
                frontBuffer.create(resolution.x, resolution.y,settings);
                depthBuffer.create(resolution.x, resolution.y,settings);
                //frameBuffer.setAlphaTestEnabled(false);
                frontBuffer.setView(window.getView());
                depthBuffer.setView(window.getView());
                frameBuffer.setView(window.getView());
                previousFrame.setView(window.getView());
     
                //averageBlendEqPart2.setAlphaTestEnabled(false);
                frontBufferSprite = Sprite (frontBuffer.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
                depthBufferSprite = Sprite (depthBuffer.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
                frameBufferSprite = Sprite(frameBuffer.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
                previousFrameBufferSprite = Sprite(previousFrame.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(view.getSize().x, view.getSize().y, 0), sf::IntRect(0, 0, view.getSize().x, view.getSize().y));
                core::FastDelegate<bool> signal (&OITRenderComponent::needToUpdate, this);
                core::FastDelegate<void> slot (&OITRenderComponent::drawNextFrame, this);
                core::Command cmd(signal, slot);
                getListener().connect("UPDATE", cmd);
                viewUpdated = false;
                firstDraw = true;
                if (Shader::isAvailable()) {
                    const std::string  vertexShader =
                    R"(#version 130
                    out mat4 projMat;
                    void main () {
                        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                        gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
                        gl_FrontColor = gl_Color;
                        projMat = gl_ProjectionMatrix;
                    })";
                    const std::string  simpleVertexShader =
                    R"(#version 130
                    void main () {
                        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                        gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
                        gl_FrontColor = gl_Color;
                    })";
                    const std::string transfFragVertexShader =
                    R"(#version 130
                    out mat4 newViewMatrix;
                    out mat4 projMat;
                    void main() {
                        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                        gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
                        gl_FrontColor = gl_Color;
                        newViewMatrix = gl_ModelViewMatrix;
                        projMat = gl_ProjectionMatrix;
                    })";
                    const std::string transfFragFragmentShader =
                    R"(#version 130
                    uniform mat4 oldViewMatrix;
                    in mat4 newViewMatrix;
                    in mat4 projMat;
                    uniform vec3 resolution;
                    uniform sampler2D oldFrameBuffer;
                    void main() {
                        vec4 oldFragPos = inverse(projMat) * gl_FragCoord;
                        oldFragPos /= oldFragPos.w;
                        oldFragPos = inverse(newViewMatrix) * oldViewMatrix * oldFragPos;
                        oldFragPos /= oldFragPos.w;
                        oldFragPos = oldFragPos * projMat;
                        vec2 position = (resolution.xy / oldFragPos.xy);
                        gl_FragColor = texture2D(oldFrameBuffer, position);
                    })";
                    const std::string simpleFragShader =
                    R"(#version 130
                    uniform float haveTexture;
                    uniform sampler2D texture;
                    void main() {
                        vec4 texel = texture2D(texture, gl_TexCoord[0].xy);
                        vec4 colors[2];
                        colors[0] = gl_Color;
                        colors[1] = texel * gl_Color;
                        bool b = (haveTexture > 0.9);
                        gl_FragColor = colors[int(b)];
                    })";
                    const std::string depthGenFragShader =
                    R"(#version 130
                    in mat4 projMat;
                    uniform sampler2D texture;
                    uniform float haveTexture;
                    void main () {
                        vec4 texel = texture2D(texture, gl_TexCoord[0].xy);
                        vec4 colors[2];
                        colors[1] = texel * gl_Color;
                        colors[0] = gl_Color;
                        bool b = (haveTexture > 0.9);
                        vec4 color = colors[int(b)];
                        float z = (gl_FragCoord.w != 1.f) ? (inverse(projMat) * vec4(0, 0, 0, gl_FragCoord.w)).w : gl_FragCoord.z;
                        gl_FragColor = vec4(0, 0, z, color.a);
                    })";
                    const std::string frameBufferGenFragShader =
                    R"(#version 130
                    in mat4 projMat;
                    uniform sampler2D texture;
                    uniform float haveTexture;
                    uniform vec3 resolution;
                    uniform sampler2D depthBuffer;
                    void main () {
                        vec2 position = ( gl_FragCoord.xy / resolution.xy );
                        float max_z = texture2D(depthBuffer, position).z;
                        vec4 texel =  texture2D(texture, gl_TexCoord[0].xy);
                        vec4 colors[2];
                        colors[1] = texel * gl_Color;
                        colors[0] = gl_Color;
                        bool b = (haveTexture > 0.9);
                        vec4 color = colors[int(b)];
                        float z = (gl_FragCoord.w != 1.f) ? (inverse(projMat) * vec4(0, 0, 0, gl_FragCoord.w)).w : gl_FragCoord.z;
                        colors[1] = color;
                        colors[0] = vec4(0, 0, 0, 0);
                        float epsilon = 0.0000000000000000000000000000000000000000000000001;
                        b = ((z - epsilon) < max_z || (z + epsilon) < max_z);
                        gl_FragColor = colors[int(b)];
                    })";
                    const std::string depthPeelingGenFragShader =
                    R"(#version 130
                    in mat4 projMat;
                    uniform sampler2D depthTexture;
                    void main () {
                        vec4 depth = texture2D(depthTexture, gl_TexCoord[0].xy);
                        float z = (gl_FragCoord.w != 1.f) ? (inverse(projMat) * vec4(0, 0, 0, gl_FragCoord.w)).w : gl_FragCoord.z;
                        vec4 colors[2];
                        colors[0] = vec4(0, 0, 0, 1);
                        colors[1] = vec4(0, 0, z, depth.a);
                        float epsilon = 0.0000000000000000000000000000000000000000000000001;
                        bool b = ((z + epsilon) < depth.z || (z - epsilon) < depth.z);
                        gl_FragColor = colors[int(b)];
                    })";
                    if (!depthBufferGenerator.loadFromMemory(vertexShader, depthGenFragShader))
                        throw core::Erreur(50, "Failed to load depth buffer generator shader", 0);
                    if (!frameBufferGenerator.loadFromMemory(vertexShader, frameBufferGenFragShader))
                        throw core::Erreur(51, "Failed to load frame buffer generator shader", 0);
                    if (!simpleShader.loadFromMemory(vertexShader, frameBufferGenFragShader))
                        throw core::Erreur(52, "Failed to load simple shader", 0);
                    if (!depthPeelingGenerator.loadFromMemory(vertexShader,depthPeelingGenFragShader))
                        throw core::Erreur(53, "Failed to load depth peeling shader", 0);
                    if (!transformFragShader.loadFromMemory(transfFragVertexShader, transfFragFragmentShader)) {
                        throw core::Erreur(54, "Failed to load transform frag shader");
                    }
                    //throw core::Erreur(52, "Failed to load specular texture generator shader", 0);
                    frameBufferGenerator.setParameter("resolution",resolution.x, resolution.y, resolution.z);
                    frameBufferGenerator.setParameter("depthBuffer", depthBuffer.getTexture());
                    frameBufferGenerator.setParameter("texture", Shader::CurrentTexture);
                    depthBufferGenerator.setParameter("texture", Shader::CurrentTexture);
                    depthPeelingGenerator.setParameter("depthTexture", Shader::CurrentTexture);
                    simpleShader.setParameter("texture",Shader::CurrentTexture);
                    transformFragShader.setParameter("resolution", resolution.x, resolution.y, resolution.z);
                    transformFragShader.setParameter("oldFrameBuffer", previousFrame.getTexture());
                    //specularTextureGenerator->setParameter("specularTexture",specularTexture->getTexture());
                    backgroundColor = sf::Color::Transparent;
                    /*GLuint pboId;
                    glCheck(glGenBuffers(2, pboIds));
                    glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[0]));
                    glCheck(glBufferData(GL_PIXEL_PACK_BUFFER, view.getSize().x * view.getSize().y * 4, 0, GL_STREAM_READ));
                    glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[1]));
                    glCheck(glBufferData(GL_PIXEL_PACK_BUFFER, view.getSize().x * view.getSize().y * 4, 0, GL_STREAM_READ));
                    glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));*/
                } else {
                    throw core::Erreur(55, "Shader not supported!", 0);
                }
            }
            void OITRenderComponent::pushEvent(sf::Event event, RenderWindow& rw) {
                if (event.type == sf::Event::Resized && &getWindow() == &rw && isAutoResized()) {
                    std::cout<<"recompute size"<<std::endl;
                    recomputeSize();
                    getListener().pushEvent(event);
                    getView().reset(physic::BoundingBox(getView().getViewport().getPosition().x, getView().getViewport().getPosition().y, getView().getViewport().getPosition().z, event.size.width, event.size.height, getView().getViewport().getDepth()));
                }
            }
            bool OITRenderComponent::needToUpdate() {
                return update;
            }
            void OITRenderComponent::changeVisibleEntities(Entity* toRemove, Entity* toAdd, EntityManager* em) {
                bool removed;
                em->removeAnimatedVisibleEntity(toRemove, visibleEntities, view, removed);
                if (removed) {
                    em->insertAnimatedVisibleEntity(toAdd, visibleEntities, view);
                    loadEntitiesOnComponent(visibleEntities);
                    update = true;
                }
            }
            std::string OITRenderComponent::getExpression() {
                return expression;
            }
            void OITRenderComponent::setBackgroundColor(sf::Color color) {
                this->backgroundColor = color;
            }
            void OITRenderComponent::clear() {
                 frameBuffer.clear(backgroundColor);
            }
            Sprite& OITRenderComponent::getFrameBufferSprite () {
                return frameBufferSprite;
            }
            Sprite& OITRenderComponent::getDepthBufferSprite() {
                return depthBufferSprite;
            }
            Sprite& OITRenderComponent::getFrontBufferSprite() {
                return frontBufferSprite;
            }
            const Texture& OITRenderComponent::getDepthBufferTexture() {
                return depthBuffer.getTexture();
            }
            const Texture& OITRenderComponent::getFrameBufferTexture() {
                return frameBuffer.getTexture();
            }
            const Texture& OITRenderComponent::getFrontBufferTexture() {
                return frontBuffer.getTexture();
            }
            bool OITRenderComponent::loadEntitiesOnComponent(std::vector<Entity*> vEntities)
            {
                if (firstDraw) {
                    batcher.clear();
                    for (unsigned int i = 0; i < vEntities.size(); i++) {
                        if ( vEntities[i]->isLeaf()) {
                            for (unsigned int j = 0; j <  vEntities[i]->getFaces().size(); j++) {
                                batcher.addFace( vEntities[i]->getFaces()[j], view.getViewMatrix(), view.getProjMatrix());
                            }
                        }
                    }
                    m_instances = batcher.getInstances();
                    insertNewEntities(vEntities);
                    update = true;
                } else if (viewUpdated) {
                    batcher.clear();
                    physic::BoundingBox viewArea = view.getViewVolume();
                    std::vector<Entity*>::iterator it;
                    for (it = visibleEntities.begin(); it != visibleEntities.end();) {
                        physic::BoundingBox bounds = (*it)->getGlobalBounds();
                        if (!bounds.intersects(viewArea)) {
                            it = visibleEntities.erase(it);
                        } else {
                            for (unsigned int j = 0; j < (*it)->getFaces().size(); j++) {
                                batcher.addFace((*it)->getFaces()[j], view.getViewMatrix(), view.getProjMatrix());
                            }
                            it++;
                        }
                    }
                    m_instances = batcher.getInstances();
                    std::vector<Entity*> newEntities;
                    for (it = vEntities.begin(); it != vEntities.end(); it++) {
                        physic::BoundingBox bounds = (*it)->getGlobalBounds();
                        if (bounds.intersects(viewArea)) {
                            newEntities.push_back(*it);
                        }
                    }
                    insertNewEntities(newEntities);
                }
                return true;
            }
            void OITRenderComponent::setView(View view) {
                std::cout<<"change view"<<std::endl;
                previousView = this->view;
                this->view = view;
                frameBuffer.setView(view);
                depthBuffer.setView(view);
                frontBuffer.setView(view);
                previousFrame.setView(view);
                viewUpdated = true;
            }
            void OITRenderComponent::setExpression(std::string expression) {
                update = true;
                this->expression = expression;
            }
            void OITRenderComponent::drawNextFrame() {
                update = false;
                if (!firstDraw && viewUpdated) {
                    std::cout<<"displace previous frame entities"<<std::endl;
                    transformFragShader.setParameter("oldViewMatrix", previousView.getViewMatrix().getMatrix().transpose());
                    currentStates.blendMode = BlendNone;
                    currentStates.shader = &transformFragShader;
                    for (unsigned int i = 0; i < m_instances.size(); i++) {
                        frameBuffer.draw(m_instances[i].getAllVertices(), currentStates);
                    }
                }
                if (viewUpdated || firstDraw) {
                    std::cout<<"insert new entities"<<std::endl;
                    depthBuffer.clear(sf::Color::Transparent);
                    frontBuffer.clear(sf::Color::Transparent);
                    currentStates.blendMode = BlendNone;
                    for (unsigned int i = 0; i < m_instances.size(); i++) {
                         if (m_instances[i].getMaterial().getTexture() == nullptr) {
                            depthBufferGenerator.setParameter("haveTexture", 0);
                            simpleShader.setParameter("haveTexture", 0);
                         } else {
                            depthBufferGenerator.setParameter("haveTexture", 1);
                            simpleShader.setParameter("haveTexture", 1);
                         }
                         currentStates.shader=&depthBufferGenerator;
                         currentStates.texture=m_instances[i].getMaterial().getTexture();
                         depthBuffer.draw(m_instances[i].getAllVertices(),currentStates);
                         currentStates.shader = nullptr;/*&simpleShader;*/
                         frontBuffer.draw(m_instances[i].getAllVertices(), currentStates);
                    }
                    frontBuffer.display();
                    frontBufferSprite.setCenter(view.getPosition());
                    //simpleShader.setParameter("haveTexture", 1);
                    currentStates.blendMode = sf::BlendMode(sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::DstAlpha, sf::BlendMode::Add, sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::One, sf::BlendMode::Equation::Add);
                    frameBuffer.draw(frontBufferSprite, currentStates);
                    if (twoLayers) {
                        currentStates.shader=&frameBufferGenerator;
                        currentStates.blendMode=sf::BlendMode(sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::DstAlpha, sf::BlendMode::Equation::Add, sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::One, sf::BlendMode::Equation::Add);
                        for (unsigned int i = 0; i < m_instances.size(); i++) {
                            if (m_instances[i].getMaterial().getTexture() == nullptr)
                                frameBufferGenerator.setParameter("haveTexture", 0);
                             else
                                frameBufferGenerator.setParameter("haveTexture", 1);
                            currentStates.texture = m_instances[i].getMaterial().getTexture();
                            frameBuffer.draw(m_instances[i].getAllVertices(), currentStates);
                        }
                    } else {
     
                        /*depthBuffer.bind();
                        glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[0]));
                        glCheck(glReadBuffer(GL_COLOR_ATTACHMENT0_EXT));
                        glCheck(glReadPixels(0, view.getSize().y - (view.getPosition().y + view.getSize().y), view.getSize().x, view.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, 0));
                        glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[1]));
                        GLubyte* src = (GLubyte*) glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
                        unsigned int nbLayers = 0;
                        unsigned int layerValue = 0;
                        if(src) {
                            for (unsigned int i = 0; i < view.getSize().x * view.getSize().y; i++) {
                                if ((unsigned int) (src[i*4+2]) > layerValue) {
                                    nbLayers++;
                                    layerValue = (unsigned int) (src[i*4+2]);
                                }
                            }
                        }
                        glCheck(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
                        glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));*/
                        /*unsigned int nbLayers = 0;
                        unsigned int size = view.getSize().x * view.getSize().y * 4;
                        const sf::Uint8 * data = new unsigned char[size];
                        depthBuffer.display();
                        sf::Image img = depthBuffer.getTexture().copyToImage();
                        data = img.getPixelsPtr();
                        for (unsigned int i = 0; i < size / 4; i++) {
                            if ((float)(data[i*4+2])  > nbLayers) {
                                nbLayers++;
                            }
                            //std:cout<<"depthBufferdata "<<" i : "<<((float)(data[i*4]))<<","<<((float)(data[i*4+1]))<<","<<((float)(data[i*4+2]))<<","<<((float)(data[i*3]))<<std::endl;
                        }*/
                        unsigned int nbLayers = newBatcher.getNbLayers()-1;
                        for (unsigned int i = 0; i < nbLayers; i++) {
                            currentStates.shader = &frameBufferGenerator;
                            currentStates.blendMode = sf::BlendNone;
                            frontBuffer.clear(sf::Color::Transparent);
                            for (unsigned int i = 0; i < m_newInstances.size(); i++) {
                                 if (m_newInstances[i].getMaterial().getTexture() == nullptr) {
                                    frameBufferGenerator.setParameter("haveTexture", 0);
                                 } else {
                                    frameBufferGenerator.setParameter("haveTexture", 1);
                                 }
                                 currentStates.texture=m_newInstances[i].getMaterial().getTexture();
                                 frontBuffer.draw(m_newInstances[i].getAllVertices(), currentStates);
                            }
                            frontBuffer.display();
                            frontBufferSprite.setCenter(view.getPosition());
                            currentStates.shader = &depthPeelingGenerator;
                            currentStates.texture = &depthBuffer.getTexture();
                            depthBuffer.setActive();
                            glCheck(glClear(GL_DEPTH_BUFFER_BIT));
                            for (unsigned int i = 0; i < m_newInstances.size(); i++) {
                                 depthBuffer.draw(m_newInstances[i].getAllVertices(), currentStates);
                            }
                            depthBuffer.display();
                            //Problem, depthTexture is emplty!!!
                            currentStates.shader = nullptr;/*&simpleShader;
                            simpleShader.setParameter("haveTexture", 1);*/
                            currentStates.blendMode = sf::BlendMode(sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::DstAlpha, sf::BlendMode::Add, sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::One, sf::BlendMode::Equation::Add);
                            frameBuffer.draw(frontBufferSprite, currentStates);
                        }
                    }
                    for (unsigned int j = 0; j < m_newInstances.size(); j++) {
                        m_instances.push_back(m_newInstances[j]);
                    }
                    m_newInstances.clear();
                    for (unsigned int i = 0; i < drawables.size(); i++) {
                        frameBuffer.draw(drawables[i].first.get(), drawables[i].second);
                    }
                    frameBuffer.display();
                    previousFrame.clear(backgroundColor);
                    currentStates.blendMode = sf::BlendNone;
                    currentStates.shader = nullptr;
                    frameBufferSprite.setCenter(view.getPosition());
                    previousFrame.draw(frameBufferSprite, currentStates);
                    previousFrame.display();
                    previousFrameBufferSprite.setCenter(view.getPosition());
                    viewUpdated = firstDraw = false;
                } else {
                    currentStates.blendMode = sf::BlendNone;
                    currentStates.shader = nullptr;
                    frameBuffer.draw(previousFrameBufferSprite, currentStates);
                    frameBuffer.display();
                }
            }
            std::vector<Entity*> OITRenderComponent::getEntities() {
                return visibleEntities;
            }
            void OITRenderComponent::draw(Drawable& drawable, RenderStates states) {
                update = true;
                drawables.push_back(std::make_pair(std::ref(drawable), states));
            }
            void OITRenderComponent::draw(RenderTarget& target, RenderStates states) {
                frameBufferSprite.setCenter(target.getView().getPosition());
                target.draw(frameBufferSprite, states);
                drawables.clear();
            }
     
            View& OITRenderComponent::getView() {
                return view;
            }
            int OITRenderComponent::getLayer() {
                return getPosition().z;
            }
            void OITRenderComponent::removeEntities(physic::BoundingBox box) {
                std::vector<Entity*>::iterator it;
                for (it = visibleEntities.begin(); it != visibleEntities.end();) {
                    physic::BoundingBox bounds = (*it)->getGlobalBounds();
                    if (bounds.intersects(box)) {
                        it = visibleEntities.erase(it);
                    } else {
                        it++;
                    }
                }
            }
            void OITRenderComponent::insertNewEntities(std::vector<Entity*> vEntities) {
                newBatcher.clear();
                for (unsigned int i = 0; i < vEntities.size(); i++) {
                    if ( vEntities[i]->isLeaf()) {
                        for (unsigned int j = 0; j <  vEntities[i]->getFaces().size(); j++) {
                             newBatcher.addFace( vEntities[i]->getFaces()[j], view.getViewMatrix(), view.getProjMatrix());
                        }
                    }
                    visibleEntities.push_back(vEntities[i]);
                }
                m_newInstances = newBatcher.getInstances();
                update = true;
            }
            void OITRenderComponent::updateParticleSystems() {
                for (unsigned int i = 0; i < visibleEntities.size(); i++) {
                    if (dynamic_cast<physic::ParticleSystem*>(visibleEntities[i]) != nullptr) {
                        static_cast<physic::ParticleSystem*>(visibleEntities[i])->update();
                    }
                }
                loadEntitiesOnComponent(visibleEntities);
                update = true;
            }
            OITRenderComponent::~OITRenderComponent() {
                //glDeleteBuffers(2, pboIds);
            }
        }
    }

    Problème : il ne m'affiche rien. (Ecran tout noir) Pourtant lorsque je met le "if" en commentaire qui test si la caméra à bougé là il me l'affiche bien.

  2. #2
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    Non c'est bon ça marche!

  3. #3
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    Mwai non en fait quand je fais un appel à clear ça me supprime aussi tout ce qu'il y a sur la texture de mon autre RenderTexture. Full bug SFML vraiment.

  4. #4
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    On dirait que c'est le contexte openGL de mon autre FBO qui ne se désactive pas alors il clear mes deux FBO.
    Je vais essayé d'utiliser le même context opengl on verra.

  5. #5
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    Bon le problème vient de mon shader on dirait car lorsque je met cette ligne en commentaire :

    Code cpp : Sélectionner tout - Visualiser dans une fenêtre à part
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    2
     
    currentStates.shader=&frameBufferGenerator;

    Là ça m'affiche bien quelque chose.

    Mais lorsque je décommente cette ligne dans ce code là ça ne m'affiche plus rien.

    Voici le code :
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    #include "../../../include/odfaeg/Graphics/oitRenderComponent.h"
    #include "glCheck.h"
    #include <memory.h>
    using namespace sf;
    using namespace std;
    namespace odfaeg {
        namespace graphic {
            OITRenderComponent::OITRenderComponent (RenderWindow& window, int layer, std::string expression, bool twoLayers, sf::ContextSettings settings) :
                HeavyComponent(window, math::Vec3f(window.getView().getPosition().x, window.getView().getPosition().y, layer),
                              math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0),
                              math::Vec3f(window.getView().getSize().x + window.getView().getSize().x * 0.5f, window.getView().getPosition().y + window.getView().getSize().y * 0.5f, layer)),
                view(window.getView()),
                expression(expression),
                twoLayers(twoLayers) {
                update = false;
                sf::Vector3i resolution ((int) window.getSize().x, (int) window.getSize().y, window.getView().getSize().z);
                settings.depthBits = 0;
                frameBuffer.create(resolution.x, resolution.y,settings);
                previousFrame.create(resolution.x, resolution.y, settings);
                settings.depthBits = 24;
                frontBuffer.create(resolution.x, resolution.y,settings);
                depthBuffer.create(resolution.x, resolution.y,settings);
                //frameBuffer.setAlphaTestEnabled(false);
                frontBuffer.setView(window.getView());
                depthBuffer.setView(window.getView());
                frameBuffer.setView(window.getView());
                previousFrame.setView(window.getView());
     
                //averageBlendEqPart2.setAlphaTestEnabled(false);
                frontBufferSprite = Sprite (frontBuffer.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
                depthBufferSprite = Sprite (depthBuffer.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
                frameBufferSprite = Sprite(frameBuffer.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
                previousFrameBufferSprite = Sprite(previousFrame.getTexture(), math::Vec3f(0, 0, 0), math::Vec3f(view.getSize().x, view.getSize().y, 0), sf::IntRect(0, 0, view.getSize().x, view.getSize().y));
                core::FastDelegate<bool> signal (&OITRenderComponent::needToUpdate, this);
                core::FastDelegate<void> slot (&OITRenderComponent::drawNextFrame, this);
                core::Command cmd(signal, slot);
                getListener().connect("UPDATE", cmd);
                viewUpdated = true;
                firstDraw = true;
                previousView = view;
                //if (Shader::isAvailable()) {
                    const std::string  vertexShader =
                    R"(#version 130
                    out mat4 projMat;
                    void main () {
                        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                        gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
                        gl_FrontColor = gl_Color;
                        projMat = gl_ProjectionMatrix;
                    })";
                    const std::string  simpleVertexShader =
                    R"(#version 130
                    void main () {
                        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                        gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
                        gl_FrontColor = gl_Color;
                    })";
                    const std::string transfFragVertexShader =
                    R"(#version 130
                    out mat4 newViewMatrix;
                    out mat4 projMat;
                    void main() {
                        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                        gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
                        gl_FrontColor = gl_Color;
                        newViewMatrix = gl_ModelViewMatrix;
                        projMat = gl_ProjectionMatrix;
                    })";
                    const std::string transfFragFragmentShader =
                    R"(#version 130
                    uniform mat4 oldViewMatrix;
                    in mat4 newViewMatrix;
                    in mat4 projMat;
                    uniform vec3 resolution;
                    uniform sampler2D oldFrameBuffer;
                    uniform vec4 viewport;
                    void main() {
                        vec4 ndcPos;
                        ndcPos.xy = ((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1;
                        ndcPos.z = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) /
                            (gl_DepthRange.far - gl_DepthRange.near);
                        ndcPos.w = 1.0;
                        vec4 clipPos = ndcPos / gl_FragCoord.w;
                        vec4 eyePos = inverse(projMat) * clipPos;
                        vec4 worldPos = inverse(newViewMatrix) * eyePos;
                        eyePos = oldViewMatrix * worldPos;
                        clipPos = eyePos * projMat;
                        clipPos.xyz /= clipPos.w;
                        vec4 oldFragPos;
                        oldFragPos.x = (clipPos.x + 1) * viewport.z * 0.5 + viewport.x;
                        oldFragPos.y = (clipPos.y + 1) * viewport.w * 0.5 + viewport.y;
                        oldFragPos.z = (clipPos.z + 1) * 0.5;
                        oldFragPos.w = 1 / clipPos.w;
                        vec2 position = (gl_FragCoord.xy / resolution.xy);
                        gl_FragColor = texture2D(oldFrameBuffer, position);
                    })";
                    const std::string simpleFragShader =
                    R"(#version 130
                    uniform float haveTexture;
                    uniform sampler2D texture;
                    void main() {
                        vec4 texel = texture2D(texture, gl_TexCoord[0].xy);
                        vec4 colors[2];
                        colors[0] = gl_Color;
                        colors[1] = texel * gl_Color;
                        bool b = (haveTexture > 0.9);
                        gl_FragColor = colors[int(b)];
                    })";
                    const std::string depthGenFragShader =
                    R"(#version 130
                    in mat4 projMat;
                    uniform sampler2D texture;
                    uniform float haveTexture;
                    void main () {
                        vec4 texel = texture2D(texture, gl_TexCoord[0].xy);
                        vec4 colors[2];
                        colors[1] = texel * gl_Color;
                        colors[0] = gl_Color;
                        bool b = (haveTexture > 0.9);
                        vec4 color = colors[int(b)];
                        float z = (gl_FragCoord.w != 1.f) ? (inverse(projMat) * vec4(0, 0, 0, gl_FragCoord.w)).w : gl_FragCoord.z;
                        gl_FragColor = vec4(0, 0, z, color.a);
                    })";
                    const std::string frameBufferGenFragShader =
                    R"(#version 130
                    in mat4 projMat;
                    uniform sampler2D texture;
                    uniform float haveTexture;
                    uniform vec3 resolution;
                    uniform sampler2D depthBuffer;
                    void main () {
                        vec2 position = ( gl_FragCoord.xy / resolution.xy );
                        float max_z = texture2D(depthBuffer, position).z;
                        vec4 texel =  texture2D(texture, gl_TexCoord[0].xy);
                        vec4 colors[2];
                        colors[1] = texel * gl_Color;
                        colors[0] = gl_Color;
                        bool b = (haveTexture > 0.9);
                        vec4 color = colors[int(b)];
                        float z = (gl_FragCoord.w != 1.f) ? (inverse(projMat) * vec4(0, 0, 0, gl_FragCoord.w)).w : gl_FragCoord.z;
                        colors[1] = color;
                        colors[0] = vec4(0, 0, 0, 0);
                        float epsilon = 0.0000000000000000000000000000000000000000000000001;
                        b = ((z - epsilon) < max_z || (z + epsilon) < max_z);
                        gl_FragColor = colors[int(b)];
                    })";
                    const std::string depthPeelingGenFragShader =
                    R"(#version 130
                    in mat4 projMat;
                    uniform sampler2D depthTexture;
                    void main () {
                        vec4 depth = texture2D(depthTexture, gl_TexCoord[0].xy);
                        float z = (gl_FragCoord.w != 1.f) ? (inverse(projMat) * vec4(0, 0, 0, gl_FragCoord.w)).w : gl_FragCoord.z;
                        vec4 colors[2];
                        colors[0] = vec4(0, 0, 0, 1);
                        colors[1] = vec4(0, 0, z, depth.a);
                        float epsilon = 0.0000000000000000000000000000000000000000000000001;
                        bool b = ((z + epsilon) < depth.z || (z - epsilon) < depth.z);
                        gl_FragColor = colors[int(b)];
                    })";
                    if (!depthBufferGenerator.loadFromMemory(vertexShader, depthGenFragShader))
                        throw core::Erreur(50, "Failed to load depth buffer generator shader", 0);
                    if (!frameBufferGenerator.loadFromMemory(vertexShader, frameBufferGenFragShader))
                        throw core::Erreur(51, "Failed to load frame buffer generator shader", 0);
                    if (!simpleShader.loadFromMemory(vertexShader, frameBufferGenFragShader))
                        throw core::Erreur(52, "Failed to load simple shader", 0);
                    if (!depthPeelingGenerator.loadFromMemory(vertexShader,depthPeelingGenFragShader))
                        throw core::Erreur(53, "Failed to load depth peeling shader", 0);
                    if (!transformFragShader.loadFromMemory(transfFragVertexShader, transfFragFragmentShader)) {
                        throw core::Erreur(54, "Failed to load transform frag shader");
                    }
                    //throw core::Erreur(52, "Failed to load specular texture generator shader", 0);
                    frameBufferGenerator.setParameter("resolution",resolution.x, resolution.y, resolution.z);
                    frameBufferGenerator.setParameter("depthBuffer", depthBuffer.getTexture());
                    frameBufferGenerator.setParameter("texture", Shader::CurrentTexture);
                    depthBufferGenerator.setParameter("texture", Shader::CurrentTexture);
                    depthPeelingGenerator.setParameter("depthTexture", Shader::CurrentTexture);
                    simpleShader.setParameter("texture",Shader::CurrentTexture);
                    transformFragShader.setParameter("resolution", resolution.x, resolution.y, resolution.z);
                    transformFragShader.setParameter("oldFrameBuffer", previousFrame.getTexture());
                    //specularTextureGenerator->setParameter("specularTexture",specularTexture->getTexture());
                    backgroundColor = sf::Color::Transparent;
                    /*GLuint pboId;
                    glCheck(glGenBuffers(2, pboIds));
                    glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[0]));
                    glCheck(glBufferData(GL_PIXEL_PACK_BUFFER, view.getSize().x * view.getSize().y * 4, 0, GL_STREAM_READ));
                    glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[1]));
                    glCheck(glBufferData(GL_PIXEL_PACK_BUFFER, view.getSize().x * view.getSize().y * 4, 0, GL_STREAM_READ));
                    glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));*/
                /*} else {
                    throw core::Erreur(55, "Shader not supported!", 0);
                }*/
            }
            void OITRenderComponent::pushEvent(sf::Event event, RenderWindow& rw) {
                if (event.type == sf::Event::Resized && &getWindow() == &rw && isAutoResized()) {
                    std::cout<<"recompute size"<<std::endl;
                    recomputeSize();
                    getListener().pushEvent(event);
                    getView().reset(physic::BoundingBox(getView().getViewport().getPosition().x, getView().getViewport().getPosition().y, getView().getViewport().getPosition().z, event.size.width, event.size.height, getView().getViewport().getDepth()));
                }
            }
            bool OITRenderComponent::needToUpdate() {
                return update;
            }
            void OITRenderComponent::changeVisibleEntities(Entity* toRemove, Entity* toAdd, EntityManager* em) {
                /*bool removed;
                em->removeAnimatedVisibleEntity(toRemove, visibleEntities, view, removed);
                if (removed) {
                    em->insertAnimatedVisibleEntity(toAdd, visibleEntities, view);
                    loadEntitiesOnComponent(visibleEntities);
                    update = true;
                }*/
            }
            std::string OITRenderComponent::getExpression() {
                return expression;
            }
            void OITRenderComponent::setBackgroundColor(sf::Color color) {
                this->backgroundColor = color;
            }
            void OITRenderComponent::clear() {
                 frameBuffer.clear(backgroundColor);
            }
            Sprite& OITRenderComponent::getFrameBufferSprite () {
                return frameBufferSprite;
            }
            Sprite& OITRenderComponent::getDepthBufferSprite() {
                return depthBufferSprite;
            }
            Sprite& OITRenderComponent::getFrontBufferSprite() {
                return frontBufferSprite;
            }
            const Texture& OITRenderComponent::getDepthBufferTexture() {
                return depthBuffer.getTexture();
            }
            const Texture& OITRenderComponent::getFrameBufferTexture() {
                return frameBuffer.getTexture();
            }
            const Texture& OITRenderComponent::getFrontBufferTexture() {
                return frontBuffer.getTexture();
            }
            bool OITRenderComponent::loadEntitiesOnComponent(std::vector<Entity*> vEntities)
            {
                if (firstDraw) {
                    batcher.clear();
                    for (unsigned int i = 0; i < vEntities.size(); i++) {
                        if ( vEntities[i]->isLeaf()) {
                            for (unsigned int j = 0; j <  vEntities[i]->getFaces().size(); j++) {
                                batcher.addFace( vEntities[i]->getFaces()[j], view.getViewMatrix(), view.getProjMatrix());
                            }
                        }
                    }
                    m_instances = batcher.getInstances();
                    visibleEntities.clear();
                    insertNewEntities(vEntities);
                    update = true;
                } else if (viewUpdated) {
                    /*batcher.clear();
                    physic::BoundingBox viewArea = view.getViewVolume();
                    viewArea.setSize(viewArea.getSize().x, viewArea.getSize().y + 100, viewArea.getSize().z);
                    std::vector<Entity*>::iterator it;
                    for (it = visibleEntities.begin(); it != visibleEntities.end();) {
                        physic::BoundingBox bounds = (*it)->getGlobalBounds();
                        if (!bounds.intersects(viewArea)) {
                            it = visibleEntities.erase(it);
                        } else {
                            for (unsigned int j = 0; j < (*it)->getFaces().size(); j++) {
                                batcher.addFace((*it)->getFaces()[j], view.getViewMatrix(), view.getProjMatrix());
                            }
                            visibleEntities.push_back(*it);
                            it++;
                        }
                    }
                    std::cout<<"v entities : "<<visibleEntities.size()<<std::endl;
                    physic::BoundingBox oldViewArea = previousView.getViewVolume();
                    oldViewArea.setSize(oldViewArea.getSize().x, oldViewArea.getSize().y - 100, oldViewArea.getSize().z);
                    m_instances = batcher.getInstances();
                    std::vector<Entity*> newEntities;
     
                    for (it = vEntities.begin(); it != vEntities.end(); it++) {
                        physic::BoundingBox bounds = (*it)->getGlobalBounds();
                        if (bounds.intersects(viewArea) && !bounds.intersects(oldViewArea)) {
                            newEntities.push_back(*it);
                        }
                    }
                    insertNewEntities(newEntities);*/
                }
                return true;
            }
            void OITRenderComponent::setView(View view) {
                std::cout<<"change view"<<std::endl;
                previousView = this->view;
                this->view = view;
                frameBuffer.setView(view);
                depthBuffer.setView(view);
                frontBuffer.setView(view);
                previousFrame.setView(view);
                viewUpdated = true;
            }
            void OITRenderComponent::setExpression(std::string expression) {
                update = true;
                this->expression = expression;
            }
            void OITRenderComponent::drawNextFrame() {
                update = false;
                if (!firstDraw && viewUpdated) {
     
                    transformFragShader.setParameter("oldViewMatrix", previousView.getViewMatrix().getMatrix().transpose());
                    transformFragShader.setParameter("viewport", previousView.getViewport().getPosition().x, previousView.getViewport().getPosition().y, previousView.getViewport().getSize().x, previousView.getViewport().getSize().y);
                    currentStates.blendMode = BlendNone;
                    //currentStates.shader = &transformFragShader;
                    for (unsigned int i = 0; i < m_instances.size(); i++) {
                        frameBuffer.draw(m_instances[i].getAllVertices(), currentStates);
                    }
                    frameBuffer.display();
                }
                if (viewUpdated || firstDraw) {
                    depthBuffer.clear(sf::Color::Transparent);
                    frontBuffer.clear(sf::Color::Transparent);
                    currentStates.blendMode = BlendNone;
                    for (unsigned int i = 0; i < m_newInstances.size(); i++) {
                         if (m_newInstances[i].getMaterial().getTexture() == nullptr) {
                            depthBufferGenerator.setParameter("haveTexture", 0);
                            simpleShader.setParameter("haveTexture", 0);
                         } else {
                            depthBufferGenerator.setParameter("haveTexture", 1);
                            simpleShader.setParameter("haveTexture", 1);
                         }
                         currentStates.shader=&depthBufferGenerator;
                         currentStates.texture=m_newInstances[i].getMaterial().getTexture();
                         depthBuffer.draw(m_newInstances[i].getAllVertices(),currentStates);
                         currentStates.shader = nullptr;/*&simpleShader;*/
                         frontBuffer.draw(m_newInstances[i].getAllVertices(), currentStates);
                    }
                    frontBuffer.display();
                    frontBufferSprite.setCenter(view.getPosition());
                    //simpleShader.setParameter("haveTexture", 1);
                    currentStates.blendMode = sf::BlendMode(sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::DstAlpha, sf::BlendMode::Add, sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::One, sf::BlendMode::Equation::Add);
                    frameBuffer.draw(frontBufferSprite, currentStates);
                    if (twoLayers) {
                        currentStates.shader=&frameBufferGenerator;
                        currentStates.blendMode=sf::BlendMode(sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::DstAlpha, sf::BlendMode::Equation::Add, sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::One, sf::BlendMode::Equation::Add);
                        for (unsigned int i = 0; i < m_newInstances.size(); i++) {
                            if (m_newInstances[i].getMaterial().getTexture() == nullptr)
                                frameBufferGenerator.setParameter("haveTexture", 0);
                             else
                                frameBufferGenerator.setParameter("haveTexture", 1);
                            currentStates.texture = m_newInstances[i].getMaterial().getTexture();
                            frameBuffer.draw(m_newInstances[i].getAllVertices(), currentStates);
                        }
                    } else {
     
                        /*depthBuffer.bind();
                        glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[0]));
                        glCheck(glReadBuffer(GL_COLOR_ATTACHMENT0_EXT));
                        glCheck(glReadPixels(0, view.getSize().y - (view.getPosition().y + view.getSize().y), view.getSize().x, view.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, 0));
                        glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, pboIds[1]));
                        GLubyte* src = (GLubyte*) glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
                        unsigned int nbLayers = 0;
                        unsigned int layerValue = 0;
                        if(src) {
                            for (unsigned int i = 0; i < view.getSize().x * view.getSize().y; i++) {
                                if ((unsigned int) (src[i*4+2]) > layerValue) {
                                    nbLayers++;
                                    layerValue = (unsigned int) (src[i*4+2]);
                                }
                            }
                        }
                        glCheck(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
                        glCheck(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));*/
                        /*unsigned int nbLayers = 0;
                        unsigned int size = view.getSize().x * view.getSize().y * 4;
                        const sf::Uint8 * data = new unsigned char[size];
                        depthBuffer.display();
                        sf::Image img = depthBuffer.getTexture().copyToImage();
                        data = img.getPixelsPtr();
                        for (unsigned int i = 0; i < size / 4; i++) {
                            if ((float)(data[i*4+2])  > nbLayers) {
                                nbLayers++;
                            }
                            //std:cout<<"depthBufferdata "<<" i : "<<((float)(data[i*4]))<<","<<((float)(data[i*4+1]))<<","<<((float)(data[i*4+2]))<<","<<((float)(data[i*3]))<<std::endl;
                        }*/
                        unsigned int nbLayers = newBatcher.getNbLayers()-1;
                        std::cout<<"nb layers : "<<nbLayers<<std::endl;
                        for (unsigned int i = 0; i < nbLayers; i++) {
                            currentStates.shader = &frameBufferGenerator;
                            currentStates.blendMode = sf::BlendNone;
                            frontBuffer.clear(sf::Color::Transparent);
                            for (unsigned int i = 0; i < m_newInstances.size(); i++) {
                                 if (m_newInstances[i].getMaterial().getTexture() == nullptr) {
                                    frameBufferGenerator.setParameter("haveTexture", 0);
                                 } else {
                                    frameBufferGenerator.setParameter("haveTexture", 1);
                                 }
                                 currentStates.texture=m_newInstances[i].getMaterial().getTexture();
                                 frontBuffer.draw(m_newInstances[i].getAllVertices(), currentStates);
                            }
                            frontBuffer.display();
                            frontBufferSprite.setCenter(view.getPosition());
                            currentStates.shader = &depthPeelingGenerator;
                            currentStates.texture = &depthBuffer.getTexture();
                            depthBuffer.setActive();
                            glCheck(glClear(GL_DEPTH_BUFFER_BIT));
                            for (unsigned int i = 0; i < m_newInstances.size(); i++) {
                                 depthBuffer.draw(m_newInstances[i].getAllVertices(), currentStates);
                            }
                            depthBuffer.display();
                            //Problem, depthTexture is emplty!!!
                            currentStates.shader = nullptr;/*&simpleShader;
                            simpleShader.setParameter("haveTexture", 1);*/
                            currentStates.blendMode = sf::BlendMode(sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::DstAlpha, sf::BlendMode::Add, sf::BlendMode::Factor::OneMinusDstAlpha, sf::BlendMode::Factor::One, sf::BlendMode::Equation::Add);
                            frameBuffer.draw(frontBufferSprite, currentStates);
                        }
                    }
                    /*for (unsigned int j = 0; j < m_newInstances.size(); j++) {
                        m_instances.push_back(m_newInstances[j]);
                    }
                    m_newInstances.clear();
                    newBatcher.clear();*/
                    for (unsigned int i = 0; i < drawables.size(); i++) {
                        frameBuffer.draw(drawables[i].first.get(), drawables[i].second);
                    }
                    frameBuffer.display();
                    previousFrame.clear(backgroundColor);
                    currentStates.blendMode = sf::BlendNone;
                    currentStates.shader = nullptr;
                    frameBufferSprite.setCenter(view.getPosition());
                    previousFrame.draw(frameBufferSprite, currentStates);
                    previousFrame.display();
                    previousFrameBufferSprite.setCenter(view.getPosition());
                    //std::cout<<"view updated!"<<std::endl;
                    firstDraw = false;
                    viewUpdated = false;
                } else {
                    //std::cout<<"draw previous frame!"<<std::endl;
                    currentStates.blendMode = sf::BlendNone;
                    currentStates.shader = nullptr;
                    frameBuffer.draw(previousFrameBufferSprite, currentStates);
                    frameBuffer.display();
                    const Texture& text = frameBuffer.getTexture();
                    Image img = text.copyToImage();
                    bool found = false;
                    for (unsigned int x = 0; x < img.getSize().x && !found; x++) {
                        for (unsigned int y = 0; y < img.getSize().y && !found; y++) {
                            if ((int) img.getPixel(x, y).r > 0) {
                                std::cout<<(int) img.getPixel(x, y).r<<std::endl;
                                found = true;
                            }
                        }
                    }
                }
            }
            std::vector<Entity*> OITRenderComponent::getEntities() {
                return visibleEntities;
            }
            void OITRenderComponent::draw(Drawable& drawable, RenderStates states) {
                update = true;
                drawables.push_back(std::make_pair(std::ref(drawable), states));
            }
            void OITRenderComponent::draw(RenderTarget& target, RenderStates states) {
                frameBufferSprite.setCenter(target.getView().getPosition());
                target.draw(frameBufferSprite, states);
                drawables.clear();
            }
     
            View& OITRenderComponent::getView() {
                return view;
            }
            int OITRenderComponent::getLayer() {
                return getPosition().z;
            }
            void OITRenderComponent::removeEntities(physic::BoundingBox box) {
                std::vector<Entity*>::iterator it;
                for (it = visibleEntities.begin(); it != visibleEntities.end();) {
                    physic::BoundingBox bounds = (*it)->getGlobalBounds();
                    if (bounds.intersects(box)) {
                        it = visibleEntities.erase(it);
                    } else {
                        it++;
                    }
                }
            }
            void OITRenderComponent::insertNewEntities(std::vector<Entity*> vEntities) {
                newBatcher.clear();
                for (unsigned int i = 0; i < vEntities.size(); i++) {
                    if ( vEntities[i]->isLeaf()) {
                        for (unsigned int j = 0; j <  vEntities[i]->getFaces().size(); j++) {
                             newBatcher.addFace( vEntities[i]->getFaces()[j], view.getViewMatrix(), view.getProjMatrix());
                        }
                    }
                    visibleEntities.push_back(vEntities[i]);
                }
                m_newInstances = newBatcher.getInstances();
                update = true;
            }
            void OITRenderComponent::updateParticleSystems() {
                for (unsigned int i = 0; i < visibleEntities.size(); i++) {
                    if (dynamic_cast<physic::ParticleSystem*>(visibleEntities[i]) != nullptr) {
                        static_cast<physic::ParticleSystem*>(visibleEntities[i])->update();
                    }
                }
                loadEntitiesOnComponent(visibleEntities);
                update = true;
            }
            OITRenderComponent::~OITRenderComponent() {
                //glDeleteBuffers(2, pboIds);
            }
        }
    }

    C'est comme si il exécutait encore mon shader lorsque je dessine seulement ma frame précédente. (dans le else)

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