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