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