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BsSceneGrid.cpp 3.5 KB

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  1. #include "BsSceneGrid.h"
  2. #include "BsMath.h"
  3. #include "BsShapeMeshes3D.h"
  4. #include "BsVertexDataDesc.h"
  5. #include "BsMaterial.h"
  6. #include "BsMesh.h"
  7. #include "BsDrawList.h"
  8. #include "BsBuiltinEditorResources.h"
  9. #include "BsCamera.h"
  10. #include "BsRect3.h"
  11. #include "BsEditorSettings.h"
  12. namespace BansheeEngine
  13. {
  14. const Color SceneGrid::GRID_LINE_COLOR = Color(0.5f, 0.5f, 0.5f);
  15. const float SceneGrid::LINE_WIDTH = 0.025f;
  16. const float SceneGrid::LINE_BORDER_WIDTH = 0.00075f;
  17. const float SceneGrid::MAJOR_AXIS_WIDTH = 0.075f;
  18. const float SceneGrid::MAJOR_AXIS_BORDER_WIDTH = 0.015f;
  19. const float SceneGrid::AXIS_MARKER_WIDTH = 0.1f;
  20. const float SceneGrid::AXIS_MARKER_BORDER_WIDTH = 0.02f;
  21. const Color SceneGrid::AXIS_X_MARKER_COLOR = Color::Red;
  22. const Color SceneGrid::AXIS_Z_MARKER_COLOR = Color::Blue;
  23. const float SceneGrid::FADE_OUT_START = 5.0f;
  24. const float SceneGrid::FADE_OUT_END = 40.0f;
  25. SceneGrid::SceneGrid()
  26. {
  27. mVertexDesc = bs_shared_ptr<VertexDataDesc>();
  28. mVertexDesc->addVertElem(VET_FLOAT3, VES_POSITION);
  29. mVertexDesc->addVertElem(VET_FLOAT3, VES_NORMAL);
  30. mGridMaterial = BuiltinEditorResources::instance().createSceneGridMaterial();
  31. mViewProjParam = mGridMaterial->getParamMat4("matViewProj");
  32. mWorldCameraPosParam = mGridMaterial->getParamVec4("worldCameraPos");
  33. mGridColorParam = mGridMaterial->getParamColor("gridColor");
  34. mGridSpacingParam = mGridMaterial->getParamFloat("gridSpacing");
  35. mGridBorderWidthParam = mGridMaterial->getParamFloat("gridBorderWidth");
  36. mGridFadeOutStartParam = mGridMaterial->getParamFloat("gridFadeOutStart");
  37. mGridFadeOutEndParam = mGridMaterial->getParamFloat("gridFadeOutEnd");
  38. updateGridMesh();
  39. }
  40. void SceneGrid::setOrigin(const Vector3& origin)
  41. {
  42. if (mOrigin != origin)
  43. {
  44. mOrigin = origin;
  45. updateGridMesh();
  46. }
  47. }
  48. void SceneGrid::setSize(UINT32 size)
  49. {
  50. if (mSize != size)
  51. {
  52. mSize = size;
  53. updateGridMesh();
  54. }
  55. }
  56. void SceneGrid::setSpacing(float spacing)
  57. {
  58. if (mSpacing != spacing)
  59. {
  60. mSpacing = spacing;
  61. updateGridMesh();
  62. }
  63. }
  64. void SceneGrid::setSettings(const EditorSettingsPtr& settings)
  65. {
  66. mSettings = settings;
  67. updateFromEditorSettings();
  68. }
  69. void SceneGrid::update()
  70. {
  71. if (mSettings != nullptr && mSettingsHash != mSettings->getHash())
  72. updateFromEditorSettings();
  73. }
  74. void SceneGrid::_render(const CameraHandlerPtr& camera, DrawList& drawList)
  75. {
  76. MaterialPtr mat = mGridMaterial.getInternalPtr();
  77. MeshPtr mesh = mGridMesh.getInternalPtr();
  78. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  79. Matrix4 viewMatrix = camera->getViewMatrix();
  80. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  81. mViewProjParam.set(viewProjMatrix);
  82. mWorldCameraPosParam.set(Vector4(camera->getPosition(), 1.0f));
  83. mGridColorParam.set(GRID_LINE_COLOR);
  84. mGridSpacingParam.set(mSpacing);
  85. mGridBorderWidthParam.set(LINE_BORDER_WIDTH);
  86. mGridFadeOutStartParam.set(FADE_OUT_START);
  87. mGridFadeOutEndParam.set(FADE_OUT_END);
  88. drawList.add(mat, mesh, 0, Vector3::ZERO);
  89. }
  90. void SceneGrid::updateFromEditorSettings()
  91. {
  92. setSize(mSettings->getGridSize());
  93. setSpacing(mSettings->getGridSpacing());
  94. mSettingsHash = mSettings->getHash();
  95. }
  96. void SceneGrid::updateGridMesh()
  97. {
  98. std::array<Vector3, 2> axes;
  99. axes[0] = Vector3::UNIT_X;
  100. axes[1] = Vector3::UNIT_Z;
  101. std::array<float, 2> extents;
  102. extents[0] = mSize * 0.5f;
  103. extents[1] = mSize * 0.5f;
  104. Rect3 quad(mOrigin, axes, extents);
  105. MeshDataPtr meshData = bs_shared_ptr<MeshData, PoolAlloc>(8, 12, mVertexDesc);
  106. ShapeMeshes3D::solidQuad(quad, meshData, 0, 0);
  107. mGridMesh = Mesh::create(meshData);
  108. }
  109. }