BsScenePicking.cpp 13 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScenePicking.h"
  4. #include "BsSceneManager.h"
  5. #include "BsColor.h"
  6. #include "BsMatrix4.h"
  7. #include "BsDebug.h"
  8. #include "BsMath.h"
  9. #include "BsCRenderable.h"
  10. #include "BsSceneObject.h"
  11. #include "BsMesh.h"
  12. #include "BsConvexVolume.h"
  13. #include "BsCCamera.h"
  14. #include "BsCoreThread.h"
  15. #include "BsRenderAPI.h"
  16. #include "BsMaterial.h"
  17. #include "BsPass.h"
  18. #include "BsBlendState.h"
  19. #include "BsDepthStencilState.h"
  20. #include "BsRasterizerState.h"
  21. #include "BsRenderTarget.h"
  22. #include "BsPixelData.h"
  23. #include "BsGpuParams.h"
  24. #include "BsBuiltinEditorResources.h"
  25. #include "BsShader.h"
  26. #include "BsCoreRenderer.h"
  27. #include "BsGizmoManager.h"
  28. #include "BsRendererUtility.h"
  29. using namespace std::placeholders;
  30. namespace BansheeEngine
  31. {
  32. const float ScenePickingCore::ALPHA_CUTOFF = 0.5f;
  33. ScenePicking::ScenePicking()
  34. {
  35. mCore = bs_new<ScenePickingCore>();
  36. for (UINT32 i = 0; i < 3; i++)
  37. {
  38. HMaterial matPicking = BuiltinEditorResources::instance().createPicking((CullingMode)i);
  39. HMaterial matPickingAlpha = BuiltinEditorResources::instance().createPickingAlpha((CullingMode)i);
  40. mCore->mMaterialData[i].mMatPickingCore = matPicking->getCore();
  41. mCore->mMaterialData[i].mMatPickingAlphaCore = matPickingAlpha->getCore();
  42. }
  43. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::initialize, mCore));
  44. }
  45. ScenePicking::~ScenePicking()
  46. {
  47. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::destroy, mCore));
  48. }
  49. HSceneObject ScenePicking::pickClosestObject(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
  50. {
  51. Vector<HSceneObject> selectedObjects = pickObjects(cam, position, area);
  52. if (selectedObjects.size() == 0)
  53. return HSceneObject();
  54. return selectedObjects[0];
  55. }
  56. Vector<HSceneObject> ScenePicking::pickObjects(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
  57. {
  58. auto comparePickElement = [&] (const ScenePicking::RenderablePickData& a, const ScenePicking::RenderablePickData& b)
  59. {
  60. // Sort by alpha setting first, then by cull mode, then by index
  61. if (a.alpha == b.alpha)
  62. {
  63. if (a.cullMode == b.cullMode)
  64. return a.index > b.index;
  65. else
  66. return (UINT32)a.cullMode > (UINT32)b.cullMode;
  67. }
  68. else
  69. return (UINT32)a.alpha > (UINT32)b.alpha;
  70. };
  71. Matrix4 viewProjMatrix = cam->getProjectionMatrixRS() * cam->getViewMatrix();
  72. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  73. RenderableSet pickData(comparePickElement);
  74. Map<UINT32, HSceneObject> idxToRenderable;
  75. for (auto& renderableData : renderables)
  76. {
  77. RenderablePtr renderable = renderableData.second.renderable;
  78. HSceneObject so = renderableData.second.sceneObject;
  79. if (!so->getActive())
  80. continue;
  81. HMesh mesh = renderable->getMesh();
  82. if (!mesh.isLoaded())
  83. continue;
  84. Bounds worldBounds = mesh->getProperties().getBounds();
  85. Matrix4 worldTransform = so->getWorldTfrm();
  86. worldBounds.transformAffine(worldTransform);
  87. // TODO - I could limit the frustum to the visible area we're rendering for a speed boost
  88. // but this is unlikely to be a performance bottleneck
  89. const ConvexVolume& frustum = cam->getWorldFrustum();
  90. if (frustum.intersects(worldBounds.getSphere()))
  91. {
  92. // More precise with the box
  93. if (frustum.intersects(worldBounds.getBox()))
  94. {
  95. for (UINT32 i = 0; i < mesh->getProperties().getNumSubMeshes(); i++)
  96. {
  97. UINT32 idx = (UINT32)pickData.size();
  98. bool useAlphaShader = false;
  99. RasterizerStatePtr rasterizerState;
  100. HMaterial originalMat = renderable->getMaterial(i);
  101. if (originalMat != nullptr && originalMat->getNumPasses() > 0)
  102. {
  103. PassPtr firstPass = originalMat->getPass(0); // Note: We only ever check the first pass, problem?
  104. useAlphaShader = firstPass->hasBlending();
  105. if (firstPass->getRasterizerState() == nullptr)
  106. rasterizerState = RasterizerState::getDefault();
  107. else
  108. rasterizerState = firstPass->getRasterizerState();
  109. }
  110. else
  111. rasterizerState = RasterizerState::getDefault();
  112. CullingMode cullMode = rasterizerState->getProperties().getCullMode();
  113. HTexture mainTexture;
  114. if (useAlphaShader)
  115. {
  116. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = originalMat->getShader()->getTextureParams();
  117. for (auto& objectParam : textureParams)
  118. {
  119. if (objectParam.second.rendererSemantic == RPS_Diffuse)
  120. {
  121. mainTexture = originalMat->getTexture(objectParam.first);
  122. break;
  123. }
  124. }
  125. }
  126. idxToRenderable[idx] = so;
  127. Matrix4 wvpTransform = viewProjMatrix * worldTransform;
  128. pickData.insert({ mesh->getCore(), idx, wvpTransform, useAlphaShader, cullMode, mainTexture });
  129. }
  130. }
  131. }
  132. }
  133. UINT32 firstGizmoIdx = (UINT32)pickData.size();
  134. SPtr<RenderTargetCore> target = cam->getViewport()->getTarget()->getCore();
  135. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::corePickingBegin, mCore, target,
  136. cam->getViewport()->getNormArea(), std::cref(pickData), position, area));
  137. GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
  138. AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePickingCore::corePickingEnd, mCore, target,
  139. cam->getViewport()->getNormArea(), position, area, _1));
  140. gCoreAccessor().submitToCoreThread(true);
  141. assert(op.hasCompleted());
  142. Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
  143. Vector<HSceneObject> results;
  144. for (auto& selectedObjectIdx : selectedObjects)
  145. {
  146. if (selectedObjectIdx < firstGizmoIdx)
  147. {
  148. auto iterFind = idxToRenderable.find(selectedObjectIdx);
  149. if (iterFind != idxToRenderable.end())
  150. results.push_back(iterFind->second);
  151. }
  152. else
  153. {
  154. UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
  155. HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
  156. if (so)
  157. results.push_back(so);
  158. }
  159. }
  160. return results;
  161. }
  162. Color ScenePicking::encodeIndex(UINT32 index)
  163. {
  164. Color encoded;
  165. encoded.r = (index & 0xFF) / 255.0f;
  166. encoded.g = ((index >> 8) & 0xFF) / 255.0f;
  167. encoded.b = ((index >> 16) & 0xFF) / 255.0f;
  168. encoded.a = 1.0f;
  169. if (((index >> 24) & 0xFF))
  170. LOGERR("Index when picking out of valid range.");
  171. return encoded;
  172. }
  173. UINT32 ScenePicking::decodeIndex(Color color)
  174. {
  175. UINT32 r = Math::roundToInt(color.r * 255.0f);
  176. UINT32 g = Math::roundToInt(color.g * 255.0f);
  177. UINT32 b = Math::roundToInt(color.b * 255.0f);
  178. return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
  179. }
  180. void ScenePickingCore::initialize()
  181. {
  182. for (UINT32 i = 0; i < 3; i++)
  183. {
  184. MaterialData& md = mMaterialData[i];
  185. {
  186. SPtr<PassParametersCore> passParams = md.mMatPickingCore->getPassParameters(0);
  187. md.mParamPickingVertParams = passParams->mVertParams;
  188. md.mParamPickingVertParams->getParam("matWorldViewProj", md.mParamPickingWVP);
  189. md.mParamPickingFragParams = passParams->mFragParams;
  190. md.mParamPickingFragParams->getParam("colorIndex", md.mParamPickingColor);
  191. }
  192. {
  193. SPtr<PassParametersCore> passParams = md.mMatPickingAlphaCore->getPassParameters(0);
  194. md.mParamPickingAlphaVertParams = passParams->mVertParams;
  195. md.mParamPickingAlphaVertParams->getParam("matWorldViewProj", md.mParamPickingAlphaWVP);
  196. md.mParamPickingAlphaFragParams = passParams->mFragParams;
  197. md.mParamPickingAlphaFragParams->getParam("colorIndex", md.mParamPickingAlphaColor);
  198. md.mParamPickingAlphaFragParams->getTextureParam("mainTexture", md.mParamPickingAlphaTexture);
  199. GpuParamFloatCore alphaCutoffParam;
  200. md.mParamPickingAlphaFragParams->getParam("alphaCutoff", alphaCutoffParam);
  201. alphaCutoffParam.set(ALPHA_CUTOFF);
  202. }
  203. }
  204. }
  205. void ScenePickingCore::destroy()
  206. {
  207. bs_delete(this);
  208. }
  209. void ScenePickingCore::corePickingBegin(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea,
  210. const ScenePicking::RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
  211. {
  212. RenderAPICore& rs = RenderAPICore::instance();
  213. rs.beginFrame();
  214. rs.setRenderTarget(target);
  215. rs.setViewport(viewportArea);
  216. rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
  217. rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
  218. gRendererUtility().setPass(mMaterialData[0].mMatPickingCore, 0);
  219. bool activeMaterialIsAlpha = false;
  220. CullingMode activeMaterialCull = (CullingMode)0;
  221. for (auto& renderable : renderables)
  222. {
  223. if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
  224. {
  225. activeMaterialIsAlpha = renderable.alpha;
  226. activeMaterialCull = renderable.cullMode;
  227. if (activeMaterialIsAlpha)
  228. gRendererUtility().setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaCore, 0);
  229. else
  230. gRendererUtility().setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingCore, 0);
  231. }
  232. Color color = ScenePicking::encodeIndex(renderable.index);
  233. MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
  234. if (activeMaterialIsAlpha)
  235. {
  236. md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
  237. md.mParamPickingAlphaColor.set(color);
  238. md.mParamPickingAlphaTexture.set(renderable.mainTexture->getCore());
  239. rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
  240. rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
  241. }
  242. else
  243. {
  244. md.mParamPickingWVP.set(renderable.wvpTransform);
  245. md.mParamPickingColor.set(color);
  246. rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
  247. rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
  248. }
  249. UINT32 numSubmeshes = renderable.mesh->getProperties().getNumSubMeshes();
  250. for (UINT32 i = 0; i < numSubmeshes; i++)
  251. gRendererUtility().draw(renderable.mesh, renderable.mesh->getProperties().getSubMesh(i));
  252. }
  253. }
  254. void ScenePickingCore::corePickingEnd(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea, const Vector2I& position,
  255. const Vector2I& area, AsyncOp& asyncOp)
  256. {
  257. const RenderTargetProperties& rtProps = target->getProperties();
  258. if (rtProps.isWindow())
  259. {
  260. // TODO: When I do implement this then I will likely want a method in RenderTarget that unifies both render window and render texture readback
  261. BS_EXCEPT(NotImplementedException, "Picking is not supported on render windows as framebuffer readback methods aren't implemented");
  262. }
  263. SPtr<RenderTextureCore> rtt = std::static_pointer_cast<RenderTextureCore>(target);
  264. SPtr<TextureCore> outputTexture = rtt->getBindableColorTexture();
  265. if (position.x < 0 || position.x >= (INT32)outputTexture->getProperties().getWidth() ||
  266. position.y < 0 || position.y >= (INT32)outputTexture->getProperties().getHeight())
  267. {
  268. asyncOp._completeOperation(Vector<UINT32>());
  269. return;
  270. }
  271. PixelDataPtr outputPixelData = outputTexture->getProperties().allocateSubresourceBuffer(0);
  272. AsyncOp unused;
  273. RenderAPICore& rs = RenderAPICore::instance();
  274. rs.endFrame();
  275. outputTexture->readSubresource(0, *outputPixelData);
  276. Map<UINT32, UINT32> selectionScores;
  277. UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
  278. UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
  279. UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
  280. if (rtProps.requiresTextureFlipping())
  281. {
  282. UINT32 vertOffset = outputPixelData->getHeight() - 1;
  283. for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
  284. {
  285. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  286. {
  287. Color color = outputPixelData->getColorAt(x, vertOffset - y);
  288. UINT32 index = ScenePicking::decodeIndex(color);
  289. if (index == 0x00FFFFFF) // Nothing selected
  290. continue;
  291. auto iterFind = selectionScores.find(index);
  292. if (iterFind == selectionScores.end())
  293. selectionScores[index] = 1;
  294. else
  295. iterFind->second++;
  296. }
  297. }
  298. }
  299. else
  300. {
  301. for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
  302. {
  303. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  304. {
  305. Color color = outputPixelData->getColorAt(x, y);
  306. UINT32 index = ScenePicking::decodeIndex(color);
  307. if (index == 0x00FFFFFF) // Nothing selected
  308. continue;
  309. auto iterFind = selectionScores.find(index);
  310. if (iterFind == selectionScores.end())
  311. selectionScores[index] = 1;
  312. else
  313. iterFind->second++;
  314. }
  315. }
  316. }
  317. // Sort by score
  318. struct SelectedObject { UINT32 index; UINT32 score; };
  319. Vector<SelectedObject> selectedObjects(selectionScores.size());
  320. UINT32 idx = 0;
  321. for (auto& selectionScore : selectionScores)
  322. {
  323. selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
  324. }
  325. std::sort(selectedObjects.begin(), selectedObjects.end(),
  326. [&](const SelectedObject& a, const SelectedObject& b)
  327. {
  328. return b.score < a.score;
  329. });
  330. Vector<UINT32> results;
  331. for (auto& selectedObject : selectedObjects)
  332. results.push_back(selectedObject.index);
  333. asyncOp._completeOperation(results);
  334. }
  335. }