BsSelectionRenderer.cpp 4.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsSelectionRenderer.h"
  4. #include "BsMesh.h"
  5. #include "BsVertexDataDesc.h"
  6. #include "BsCCamera.h"
  7. #include "BsCoreThread.h"
  8. #include "BsBuiltinEditorResources.h"
  9. #include "BsMaterial.h"
  10. #include "BsGpuParams.h"
  11. #include "BsRenderAPI.h"
  12. #include "BsCoreRenderer.h"
  13. #include "BsRendererManager.h"
  14. #include "BsSelection.h"
  15. #include "BsSceneObject.h"
  16. #include "BsCRenderable.h"
  17. #include "BsRenderable.h"
  18. #include "BsSceneManager.h"
  19. #include "BsRendererUtility.h"
  20. using namespace std::placeholders;
  21. namespace BansheeEngine
  22. {
  23. SelectionRenderer::SelectionRenderer()
  24. :mCore(nullptr)
  25. {
  26. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  27. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  28. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  29. }
  30. SelectionRenderer::~SelectionRenderer()
  31. {
  32. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  33. }
  34. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  35. {
  36. mCore.load(std::memory_order_acquire)->initialize(initData);
  37. }
  38. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  39. {
  40. bs_delete(core);
  41. }
  42. void SelectionRenderer::update(const CameraPtr& camera)
  43. {
  44. Vector<ObjectData> objects;
  45. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  46. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  47. for (auto& renderable : renderables)
  48. {
  49. for (auto& so : sceneObjects)
  50. {
  51. if (!so->getActive())
  52. continue;
  53. if (renderable.second.sceneObject != so)
  54. continue;
  55. if (renderable.first->getMesh().isLoaded())
  56. {
  57. objects.push_back(ObjectData());
  58. ObjectData& newObjData = objects.back();
  59. newObjData.worldTfrm = so->getWorldTfrm();
  60. newObjData.mesh = renderable.first->getMesh()->getCore();
  61. }
  62. }
  63. }
  64. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  65. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  66. }
  67. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  68. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  69. {
  70. }
  71. SelectionRendererCore::~SelectionRendererCore()
  72. {
  73. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  74. if (mCamera != nullptr)
  75. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  76. }
  77. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  78. {
  79. THROW_IF_NOT_CORE_THREAD;
  80. mMaterial = mat;
  81. SPtr<GpuParamsCore> vertParams = mat->getPassParameters(0)->mVertParams;
  82. vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
  83. SPtr<GpuParamsCore> fragParams = mat->getPassParameters(0)->mFragParams;
  84. fragParams->getParam("selColor", mColor);
  85. }
  86. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
  87. {
  88. if (mCamera != camera)
  89. {
  90. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  91. if (mCamera != nullptr)
  92. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  93. if (camera != nullptr)
  94. activeRenderer->_registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  95. }
  96. mCamera = camera;
  97. mObjects = objects;
  98. }
  99. void SelectionRendererCore::render()
  100. {
  101. THROW_IF_NOT_CORE_THREAD;
  102. if (mCamera == nullptr)
  103. return;
  104. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  105. for (auto& objData : mObjects)
  106. {
  107. Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
  108. mMatWorldViewProj.set(worldViewProjMat);
  109. mColor.set(SELECTION_COLOR);
  110. gRendererUtility().setPass(mMaterial, 0);
  111. UINT32 numSubmeshes = objData.mesh->getProperties().getNumSubMeshes();
  112. for (UINT32 i = 0; i < numSubmeshes; i++)
  113. gRendererUtility().draw(objData.mesh, objData.mesh->getProperties().getSubMesh(i));
  114. }
  115. }
  116. }