#include "BsHandleDrawManager.h" #include "BsDrawHelper.h" #include "BsMaterial.h" #include "BsBuiltinEditorResources.h" #include "BsCoreThread.h" #include "BsRendererManager.h" #include "BsCoreRenderer.h" #include "BsTransientMesh.h" #include "BsCameraHandler.h" #include "BsSceneObject.h" using namespace std::placeholders; namespace BansheeEngine { const UINT32 HandleDrawManager::SPHERE_QUALITY = 1; const UINT32 HandleDrawManager::WIRE_SPHERE_QUALITY = 10; const UINT32 HandleDrawManager::ARC_QUALITY = 10; HandleDrawManager::HandleDrawManager() :mCore(nullptr) { mTransform = Matrix4::IDENTITY; mDrawHelper = bs_new(); HMaterial solidMaterial = BuiltinEditorResources::instance().createSolidHandleMat(); HMaterial wireMaterial = BuiltinEditorResources::instance().createWireHandleMat(); SPtr solidMaterialProxy = solidMaterial->getCore(); SPtr wireMaterialProxy = wireMaterial->getCore(); mCore = bs_new(HandleDrawManagerCore::PrivatelyConstruct()); gCoreAccessor().queueCommand(std::bind(&HandleDrawManager::initializeCore, this, wireMaterialProxy, solidMaterialProxy)); } HandleDrawManager::~HandleDrawManager() { bs_delete(mDrawHelper); gCoreAccessor().queueCommand(std::bind(&HandleDrawManager::destroyCore, this, mCore)); } void HandleDrawManager::initializeCore(const SPtr& wireMat, const SPtr& solidMat) { THROW_IF_NOT_CORE_THREAD; mCore->initialize(wireMat, solidMat); } void HandleDrawManager::destroyCore(HandleDrawManagerCore* core) { THROW_IF_NOT_CORE_THREAD; bs_delete(core); } void HandleDrawManager::setColor(const Color& color) { mDrawHelper->setColor(color); } void HandleDrawManager::setTransform(const Matrix4& transform) { mTransform = transform; } void HandleDrawManager::drawCube(const Vector3& position, const Vector3& extents, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->cube(position, extents); } void HandleDrawManager::drawSphere(const Vector3& position, float radius, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->sphere(position, radius); } void HandleDrawManager::drawWireCube(const Vector3& position, const Vector3& extents, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->wireCube(position, extents); } void HandleDrawManager::drawWireSphere(const Vector3& position, float radius, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->wireSphere(position, radius); } void HandleDrawManager::drawCone(const Vector3& base, const Vector3& normal, float height, float radius, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->cone(base, normal, height, radius); } void HandleDrawManager::drawLine(const Vector3& start, const Vector3& end, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->line(start, end); } void HandleDrawManager::drawDisc(const Vector3& position, const Vector3& normal, float radius, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->disc(position, normal, radius); } void HandleDrawManager::drawWireDisc(const Vector3& position, const Vector3& normal, float radius, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->wireDisc(position, normal, radius); } void HandleDrawManager::drawArc(const Vector3& position, const Vector3& normal, float radius, Degree startAngle, Degree amountAngle, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->arc(position, normal, radius, startAngle, amountAngle); } void HandleDrawManager::drawWireArc(const Vector3& position, const Vector3& normal, float radius, Degree startAngle, Degree amountAngle, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->wireArc(position, normal, radius, startAngle, amountAngle); } void HandleDrawManager::drawRect(const Rect3& area, float size) { Matrix4 scale = Matrix4::scaling(size); mDrawHelper->setTransform(mTransform * scale); mDrawHelper->rectangle(area); } void HandleDrawManager::draw(const CameraHandlerPtr& camera) { mDrawHelper->clearMeshes(); mDrawHelper->buildMeshes(DrawHelper::SortType::BackToFront, camera->getPosition()); const Vector& meshes = mDrawHelper->getMeshes(); Vector proxyData; for (auto& meshData : meshes) { if (meshData.type == DrawHelper::MeshType::Solid) { proxyData.push_back(HandleDrawManagerCore::MeshData( meshData.mesh->getCore(), HandleDrawManagerCore::MeshType::Solid)); } else // Wire { proxyData.push_back(HandleDrawManagerCore::MeshData( meshData.mesh->getCore(), HandleDrawManagerCore::MeshType::Wire)); } } RenderTargetPtr sceneRenderTarget = camera->getViewport()->getTarget(); gCoreAccessor().queueCommand(std::bind(&HandleDrawManagerCore::updateData, mCore, sceneRenderTarget, proxyData)); mDrawHelper->clear(); } void HandleDrawManagerCore::initialize(const SPtr& wireMat, const SPtr& solidMat) { // TODO - Make a better interface when dealing with parameters through proxies? { mWireMaterial.mat = wireMat; SPtr vertParams = wireMat->getPassParameters(0)->mVertParams; vertParams->getParam("matViewProj", mWireMaterial.mViewProj); } { mSolidMaterial.mat = solidMat; SPtr vertParams = solidMat->getPassParameters(0)->mVertParams; vertParams->getParam("matViewProj", mSolidMaterial.mViewProj); } CoreRendererPtr activeRenderer = RendererManager::instance().getActive(); activeRenderer->onCorePostRenderViewport.connect(std::bind(&HandleDrawManagerCore::render, this, _1)); } void HandleDrawManagerCore::updateData(const RenderTargetPtr& rt, const Vector& meshes) { mSceneRenderTarget = rt; mMeshes = meshes; } void HandleDrawManagerCore::render(const CameraHandlerCore& camera) { THROW_IF_NOT_CORE_THREAD; if (mSceneRenderTarget == nullptr) return; SPtr sceneRenderTarget = mSceneRenderTarget->getCore(); if (camera.getViewport()->getTarget() != sceneRenderTarget) return; float width = (float)sceneRenderTarget->getProperties().getWidth(); float height = (float)sceneRenderTarget->getProperties().getHeight(); Rect2 normArea = camera.getViewport()->getNormArea(); Rect2I screenArea; screenArea.x = (int)(normArea.x * width); screenArea.y = (int)(normArea.y * height); screenArea.width = (int)(normArea.width * width); screenArea.height = (int)(normArea.height * height); Matrix4 viewProjMat = camera.getProjectionMatrixRS() * camera.getViewMatrix(); mSolidMaterial.mViewProj.set(viewProjMat); mWireMaterial.mViewProj.set(viewProjMat); MeshType currentType = MeshType::Solid; if (mMeshes.size() > 0) { currentType = mMeshes[0].type; if (currentType == MeshType::Solid) CoreRenderer::setPass(mSolidMaterial.mat, 0); else CoreRenderer::setPass(mWireMaterial.mat, 0); } for (auto& meshData : mMeshes) { if (currentType != meshData.type) { if (meshData.type == MeshType::Solid) CoreRenderer::setPass(mSolidMaterial.mat, 0); else CoreRenderer::setPass(mWireMaterial.mat, 0); currentType = meshData.type; } CoreRenderer::draw(meshData.mesh, meshData.mesh->getProperties().getSubMesh(0)); } } }