BsSelectionRenderer.cpp 5.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Scene/BsSelectionRenderer.h"
  4. #include "Mesh/BsMesh.h"
  5. #include "RenderAPI/BsVertexDataDesc.h"
  6. #include "Components/BsCCamera.h"
  7. #include "CoreThread/BsCoreThread.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "Material/BsMaterial.h"
  10. #include "RenderAPI/BsGpuParams.h"
  11. #include "Material/BsGpuParamsSet.h"
  12. #include "RenderAPI/BsRenderAPI.h"
  13. #include "Renderer/BsRenderer.h"
  14. #include "Renderer/BsRendererManager.h"
  15. #include "Scene/BsSelection.h"
  16. #include "Scene/BsSceneObject.h"
  17. #include "Components/BsCRenderable.h"
  18. #include "Renderer/BsRenderable.h"
  19. #include "Scene/BsSceneManager.h"
  20. #include "Renderer/BsRendererUtility.h"
  21. #include "Animation/BsAnimationManager.h"
  22. #include "Animation/BsSkeleton.h"
  23. #include "RenderAPI/BsGpuBuffer.h"
  24. #include "Renderer/BsRenderer.h"
  25. #include "Renderer/BsRenderableElement.h"
  26. using namespace std::placeholders;
  27. namespace bs
  28. {
  29. SelectionRenderer::SelectionRenderer()
  30. {
  31. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  32. mRenderer = RendererExtension::create<ct::SelectionRendererCore>(selectionMat->getCore());
  33. }
  34. SelectionRenderer::~SelectionRenderer()
  35. { }
  36. void SelectionRenderer::update(const SPtr<Camera>& camera)
  37. {
  38. Vector<SPtr<ct::Renderable>> objects;
  39. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  40. Vector<HRenderable> renderables = gSceneManager().findComponents<CRenderable>(true);
  41. for (auto& renderable : renderables)
  42. {
  43. HSceneObject renderableSO = renderable->SO();
  44. for (auto& so : sceneObjects)
  45. {
  46. if (renderableSO != so)
  47. continue;
  48. if (renderable->getMesh().isLoaded())
  49. objects.push_back(renderable->_getRenderable()->getCore());
  50. }
  51. }
  52. ct::SelectionRendererCore* renderer = mRenderer.get();
  53. gCoreThread().queueCommand(std::bind(&ct::SelectionRendererCore::updateData, renderer, camera->getCore(), objects));
  54. }
  55. namespace ct
  56. {
  57. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  58. SelectionRendererCore::SelectionRendererCore()
  59. :RendererExtension(RenderLocation::PostLightPass, -10)
  60. {
  61. }
  62. void SelectionRendererCore::initialize(const Any& data)
  63. {
  64. THROW_IF_NOT_CORE_THREAD;
  65. constexpr int numTechniques = sizeof(mTechniqueIndices) / sizeof(mTechniqueIndices[0]);
  66. static_assert(numTechniques == (int)RenderableAnimType::Count, "Number of techniques doesn't match the number of possible animation types.");
  67. FIND_TECHNIQUE_DESC findSkinned;
  68. findSkinned.addTag(RTag_Skinned);
  69. FIND_TECHNIQUE_DESC findMorph;
  70. findMorph.addTag(RTag_Morph);
  71. FIND_TECHNIQUE_DESC findSkinnedMorph;
  72. findSkinnedMorph.addTag(RTag_SkinnedMorph);
  73. SPtr<Material> mat = any_cast<SPtr<Material>>(data);
  74. for(UINT32 i = 0; i < numTechniques; i++)
  75. {
  76. RenderableAnimType animType = (RenderableAnimType)i;
  77. switch (animType)
  78. {
  79. case RenderableAnimType::Skinned:
  80. mTechniqueIndices[i] = mat->findTechnique(findSkinned);
  81. break;
  82. case RenderableAnimType::Morph:
  83. mTechniqueIndices[i] = mat->findTechnique(findMorph);
  84. break;
  85. case RenderableAnimType::SkinnedMorph:
  86. mTechniqueIndices[i] = mat->findTechnique(findSkinnedMorph);
  87. break;
  88. default:
  89. mTechniqueIndices[i] = mat->getDefaultTechnique();
  90. break;
  91. }
  92. }
  93. mMaterial = mat;
  94. for(UINT32 i = 0; i < 4 ; i++)
  95. {
  96. mParams[i] = mat->createParamsSet(i);
  97. SPtr<GpuParams> params = mParams[i]->getGpuParams();
  98. params->getParam(GPT_VERTEX_PROGRAM, "matWorldViewProj", mMatWorldViewProj[i]);
  99. RenderableAnimType animType = (RenderableAnimType)i;
  100. if(animType == RenderableAnimType::Skinned || animType == RenderableAnimType::SkinnedMorph)
  101. params->getBufferParam(GPT_VERTEX_PROGRAM, "boneMatrices", mBoneMatrices[i]);
  102. params->getParam(GPT_FRAGMENT_PROGRAM, "selColor", mColor[i]);
  103. }
  104. }
  105. void SelectionRendererCore::updateData(const SPtr<Camera>& camera, const Vector<SPtr<Renderable>>& objects)
  106. {
  107. mCamera = camera;
  108. mObjects = objects;
  109. }
  110. bool SelectionRendererCore::check(const Camera& camera)
  111. {
  112. return mCamera.get() == &camera;
  113. }
  114. void SelectionRendererCore::render(const Camera& camera)
  115. {
  116. THROW_IF_NOT_CORE_THREAD;
  117. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  118. SPtr<Renderer> renderer = gRenderer();
  119. for (auto& renderable : mObjects)
  120. {
  121. SPtr<Mesh> mesh = renderable->getMesh();
  122. if (mesh == nullptr)
  123. continue;
  124. SPtr<GpuBuffer> boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  125. SPtr<VertexBuffer> morphShapeBuffer = renderable->getMorphShapeBuffer();
  126. SPtr<VertexDeclaration> morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  127. Matrix4 worldViewProjMat = viewProjMat * renderable->getMatrix();
  128. UINT32 techniqueIdx = mTechniqueIndices[(int)renderable->getAnimType()];
  129. mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
  130. mColor[techniqueIdx].set(SELECTION_COLOR);
  131. mBoneMatrices[techniqueIdx].set(boneMatrixBuffer);
  132. gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
  133. gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
  134. UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
  135. for (UINT32 i = 0; i < numSubmeshes; i++)
  136. {
  137. if (morphVertexDeclaration == nullptr)
  138. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
  139. else
  140. gRendererUtility().drawMorph(mesh, mesh->getProperties().getSubMesh(i), morphShapeBuffer,
  141. morphVertexDeclaration);
  142. }
  143. }
  144. }
  145. }
  146. }