BsScenePicking.cpp 13 KB

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  1. #include "BsScenePicking.h"
  2. #include "BsSceneManager.h"
  3. #include "BsColor.h"
  4. #include "BsMatrix4.h"
  5. #include "BsDebug.h"
  6. #include "BsMath.h"
  7. #include "BsCRenderable.h"
  8. #include "BsSceneObject.h"
  9. #include "BsMesh.h"
  10. #include "BsConvexVolume.h"
  11. #include "BsCCamera.h"
  12. #include "BsCoreThread.h"
  13. #include "BsRenderAPI.h"
  14. #include "BsMaterial.h"
  15. #include "BsPass.h"
  16. #include "BsBlendState.h"
  17. #include "BsDepthStencilState.h"
  18. #include "BsRasterizerState.h"
  19. #include "BsRenderTarget.h"
  20. #include "BsPixelData.h"
  21. #include "BsGpuParams.h"
  22. #include "BsBuiltinEditorResources.h"
  23. #include "BsShader.h"
  24. #include "BsCoreRenderer.h"
  25. #include "BsGizmoManager.h"
  26. #include "BsRendererUtility.h"
  27. using namespace std::placeholders;
  28. namespace BansheeEngine
  29. {
  30. const float ScenePickingCore::ALPHA_CUTOFF = 0.5f;
  31. ScenePicking::ScenePicking()
  32. {
  33. mCore = bs_new<ScenePickingCore>();
  34. for (UINT32 i = 0; i < 3; i++)
  35. {
  36. HMaterial matPicking = BuiltinEditorResources::instance().createPicking((CullingMode)i);
  37. HMaterial matPickingAlpha = BuiltinEditorResources::instance().createPickingAlpha((CullingMode)i);
  38. mCore->mMaterialData[i].mMatPickingCore = matPicking->getCore();
  39. mCore->mMaterialData[i].mMatPickingAlphaCore = matPickingAlpha->getCore();
  40. }
  41. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::initialize, mCore));
  42. }
  43. ScenePicking::~ScenePicking()
  44. {
  45. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::destroy, mCore));
  46. }
  47. HSceneObject ScenePicking::pickClosestObject(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
  48. {
  49. Vector<HSceneObject> selectedObjects = pickObjects(cam, position, area);
  50. if (selectedObjects.size() == 0)
  51. return HSceneObject();
  52. return selectedObjects[0];
  53. }
  54. Vector<HSceneObject> ScenePicking::pickObjects(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
  55. {
  56. auto comparePickElement = [&] (const ScenePicking::RenderablePickData& a, const ScenePicking::RenderablePickData& b)
  57. {
  58. // Sort by alpha setting first, then by cull mode, then by index
  59. if (a.alpha == b.alpha)
  60. {
  61. if (a.cullMode == b.cullMode)
  62. return a.index > b.index;
  63. else
  64. return (UINT32)a.cullMode > (UINT32)b.cullMode;
  65. }
  66. else
  67. return (UINT32)a.alpha > (UINT32)b.alpha;
  68. };
  69. Matrix4 viewProjMatrix = cam->getProjectionMatrixRS() * cam->getViewMatrix();
  70. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  71. RenderableSet pickData(comparePickElement);
  72. Map<UINT32, HSceneObject> idxToRenderable;
  73. for (auto& renderableData : renderables)
  74. {
  75. RenderablePtr renderable = renderableData.second.renderable;
  76. HSceneObject so = renderableData.second.sceneObject;
  77. if (!so->getActive())
  78. continue;
  79. HMesh mesh = renderable->getMesh();
  80. if (!mesh)
  81. continue;
  82. Bounds worldBounds = mesh->getProperties().getBounds();
  83. Matrix4 worldTransform = so->getWorldTfrm();
  84. worldBounds.transformAffine(worldTransform);
  85. // TODO - I could limit the frustum to the visible area we're rendering for a speed boost
  86. // but this is unlikely to be a performance bottleneck
  87. const ConvexVolume& frustum = cam->getWorldFrustum();
  88. if (frustum.intersects(worldBounds.getSphere()))
  89. {
  90. // More precise with the box
  91. if (frustum.intersects(worldBounds.getBox()))
  92. {
  93. for (UINT32 i = 0; i < mesh->getProperties().getNumSubMeshes(); i++)
  94. {
  95. UINT32 idx = (UINT32)pickData.size();
  96. bool useAlphaShader = false;
  97. RasterizerStatePtr rasterizerState;
  98. HMaterial originalMat = renderable->getMaterial(i);
  99. if (originalMat != nullptr && originalMat->getNumPasses() > 0)
  100. {
  101. PassPtr firstPass = originalMat->getPass(0); // Note: We only ever check the first pass, problem?
  102. useAlphaShader = firstPass->hasBlending();
  103. if (firstPass->getRasterizerState() == nullptr)
  104. rasterizerState = RasterizerState::getDefault();
  105. else
  106. rasterizerState = firstPass->getRasterizerState();
  107. }
  108. else
  109. rasterizerState = RasterizerState::getDefault();
  110. CullingMode cullMode = rasterizerState->getProperties().getCullMode();
  111. HTexture mainTexture;
  112. if (useAlphaShader)
  113. {
  114. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = originalMat->getShader()->getTextureParams();
  115. for (auto& objectParam : textureParams)
  116. {
  117. if (objectParam.second.rendererSemantic == RPS_Diffuse)
  118. {
  119. mainTexture = originalMat->getTexture(objectParam.first);
  120. break;
  121. }
  122. }
  123. }
  124. idxToRenderable[idx] = so;
  125. Matrix4 wvpTransform = viewProjMatrix * worldTransform;
  126. pickData.insert({ mesh->getCore(), idx, wvpTransform, useAlphaShader, cullMode, mainTexture });
  127. }
  128. }
  129. }
  130. }
  131. UINT32 firstGizmoIdx = (UINT32)pickData.size();
  132. SPtr<RenderTargetCore> target = cam->getViewport()->getTarget()->getCore();
  133. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::corePickingBegin, mCore, target,
  134. cam->getViewport()->getNormArea(), std::cref(pickData), position, area));
  135. GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
  136. AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePickingCore::corePickingEnd, mCore, target,
  137. cam->getViewport()->getNormArea(), position, area, _1));
  138. gCoreAccessor().submitToCoreThread(true);
  139. assert(op.hasCompleted());
  140. Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
  141. Vector<HSceneObject> results;
  142. for (auto& selectedObjectIdx : selectedObjects)
  143. {
  144. if (selectedObjectIdx < firstGizmoIdx)
  145. {
  146. auto iterFind = idxToRenderable.find(selectedObjectIdx);
  147. if (iterFind != idxToRenderable.end())
  148. results.push_back(iterFind->second);
  149. }
  150. else
  151. {
  152. UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
  153. HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
  154. if (so)
  155. results.push_back(so);
  156. }
  157. }
  158. return results;
  159. }
  160. Color ScenePicking::encodeIndex(UINT32 index)
  161. {
  162. Color encoded;
  163. encoded.r = (index & 0xFF) / 255.0f;
  164. encoded.g = ((index >> 8) & 0xFF) / 255.0f;
  165. encoded.b = ((index >> 16) & 0xFF) / 255.0f;
  166. encoded.a = 1.0f;
  167. if (((index >> 24) & 0xFF))
  168. LOGERR("Index when picking out of valid range.");
  169. return encoded;
  170. }
  171. UINT32 ScenePicking::decodeIndex(Color color)
  172. {
  173. UINT32 r = Math::roundToInt(color.r * 255.0f);
  174. UINT32 g = Math::roundToInt(color.g * 255.0f);
  175. UINT32 b = Math::roundToInt(color.b * 255.0f);
  176. return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
  177. }
  178. void ScenePickingCore::initialize()
  179. {
  180. for (UINT32 i = 0; i < 3; i++)
  181. {
  182. MaterialData& md = mMaterialData[i];
  183. {
  184. SPtr<PassParametersCore> passParams = md.mMatPickingCore->getPassParameters(0);
  185. md.mParamPickingVertParams = passParams->mVertParams;
  186. md.mParamPickingVertParams->getParam("matWorldViewProj", md.mParamPickingWVP);
  187. md.mParamPickingFragParams = passParams->mFragParams;
  188. md.mParamPickingFragParams->getParam("colorIndex", md.mParamPickingColor);
  189. }
  190. {
  191. SPtr<PassParametersCore> passParams = md.mMatPickingAlphaCore->getPassParameters(0);
  192. md.mParamPickingAlphaVertParams = passParams->mVertParams;
  193. md.mParamPickingAlphaVertParams->getParam("matWorldViewProj", md.mParamPickingAlphaWVP);
  194. md.mParamPickingAlphaFragParams = passParams->mFragParams;
  195. md.mParamPickingAlphaFragParams->getParam("colorIndex", md.mParamPickingAlphaColor);
  196. md.mParamPickingAlphaFragParams->getTextureParam("mainTexture", md.mParamPickingAlphaTexture);
  197. GpuParamFloatCore alphaCutoffParam;
  198. md.mParamPickingAlphaFragParams->getParam("alphaCutoff", alphaCutoffParam);
  199. alphaCutoffParam.set(ALPHA_CUTOFF);
  200. }
  201. }
  202. }
  203. void ScenePickingCore::destroy()
  204. {
  205. bs_delete(this);
  206. }
  207. void ScenePickingCore::corePickingBegin(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea,
  208. const ScenePicking::RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
  209. {
  210. RenderAPICore& rs = RenderAPICore::instance();
  211. rs.beginFrame();
  212. rs.setRenderTarget(target);
  213. rs.setViewport(viewportArea);
  214. rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
  215. rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
  216. gRendererUtility().setPass(mMaterialData[0].mMatPickingCore, 0);
  217. bool activeMaterialIsAlpha = false;
  218. CullingMode activeMaterialCull = (CullingMode)0;
  219. for (auto& renderable : renderables)
  220. {
  221. if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
  222. {
  223. activeMaterialIsAlpha = renderable.alpha;
  224. activeMaterialCull = renderable.cullMode;
  225. if (activeMaterialIsAlpha)
  226. gRendererUtility().setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaCore, 0);
  227. else
  228. gRendererUtility().setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingCore, 0);
  229. }
  230. Color color = ScenePicking::encodeIndex(renderable.index);
  231. MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
  232. if (activeMaterialIsAlpha)
  233. {
  234. md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
  235. md.mParamPickingAlphaColor.set(color);
  236. md.mParamPickingAlphaTexture.set(renderable.mainTexture->getCore());
  237. rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
  238. rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
  239. }
  240. else
  241. {
  242. md.mParamPickingWVP.set(renderable.wvpTransform);
  243. md.mParamPickingColor.set(color);
  244. rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
  245. rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
  246. }
  247. gRendererUtility().draw(renderable.mesh, renderable.mesh->getProperties().getSubMesh(0));
  248. }
  249. }
  250. void ScenePickingCore::corePickingEnd(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea, const Vector2I& position,
  251. const Vector2I& area, AsyncOp& asyncOp)
  252. {
  253. const RenderTargetProperties& rtProps = target->getProperties();
  254. if (rtProps.isWindow())
  255. {
  256. // TODO: When I do implement this then I will likely want a method in RenderTarget that unifies both render window and render texture readback
  257. BS_EXCEPT(NotImplementedException, "Picking is not supported on render windows as framebuffer readback methods aren't implemented");
  258. }
  259. SPtr<RenderTextureCore> rtt = std::static_pointer_cast<RenderTextureCore>(target);
  260. SPtr<TextureCore> outputTexture = rtt->getBindableColorTexture();
  261. if (position.x < 0 || position.x >= (INT32)outputTexture->getProperties().getWidth() ||
  262. position.y < 0 || position.y >= (INT32)outputTexture->getProperties().getHeight())
  263. {
  264. asyncOp._completeOperation(Vector<UINT32>());
  265. return;
  266. }
  267. PixelDataPtr outputPixelData = outputTexture->getProperties().allocateSubresourceBuffer(0);
  268. AsyncOp unused;
  269. RenderAPICore& rs = RenderAPICore::instance();
  270. rs.endFrame();
  271. outputTexture->readSubresource(0, *outputPixelData);
  272. Map<UINT32, UINT32> selectionScores;
  273. UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
  274. UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
  275. UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
  276. if (rtProps.requiresTextureFlipping())
  277. {
  278. UINT32 vertOffset = outputPixelData->getHeight() - 1;
  279. for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
  280. {
  281. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  282. {
  283. Color color = outputPixelData->getColorAt(x, vertOffset - y);
  284. UINT32 index = ScenePicking::decodeIndex(color);
  285. if (index == 0x00FFFFFF) // Nothing selected
  286. continue;
  287. auto iterFind = selectionScores.find(index);
  288. if (iterFind == selectionScores.end())
  289. selectionScores[index] = 1;
  290. else
  291. iterFind->second++;
  292. }
  293. }
  294. }
  295. else
  296. {
  297. for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
  298. {
  299. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  300. {
  301. Color color = outputPixelData->getColorAt(x, y);
  302. UINT32 index = ScenePicking::decodeIndex(color);
  303. if (index == 0x00FFFFFF) // Nothing selected
  304. continue;
  305. auto iterFind = selectionScores.find(index);
  306. if (iterFind == selectionScores.end())
  307. selectionScores[index] = 1;
  308. else
  309. iterFind->second++;
  310. }
  311. }
  312. }
  313. // Sort by score
  314. struct SelectedObject { UINT32 index; UINT32 score; };
  315. Vector<SelectedObject> selectedObjects(selectionScores.size());
  316. UINT32 idx = 0;
  317. for (auto& selectionScore : selectionScores)
  318. {
  319. selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
  320. }
  321. std::sort(selectedObjects.begin(), selectedObjects.end(),
  322. [&](const SelectedObject& a, const SelectedObject& b)
  323. {
  324. return b.score < a.score;
  325. });
  326. Vector<UINT32> results;
  327. for (auto& selectedObject : selectedObjects)
  328. results.push_back(selectedObject.index);
  329. asyncOp._completeOperation(results);
  330. }
  331. }