BsHandleDrawManager.cpp 9.8 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Handles/BsHandleDrawManager.h"
  4. #include "Utility/BsDrawHelper.h"
  5. #include "Material/BsMaterial.h"
  6. #include "Material/BsGpuParamsSet.h"
  7. #include "Utility/BsBuiltinEditorResources.h"
  8. #include "CoreThread/BsCoreThread.h"
  9. #include "Renderer/BsRendererManager.h"
  10. #include "Renderer/BsRenderer.h"
  11. #include "Mesh/BsMesh.h"
  12. #include "Renderer/BsCamera.h"
  13. #include "Renderer/BsRendererUtility.h"
  14. #include "Image/BsTexture.h"
  15. #include "Utility/BsTime.h"
  16. #include "RenderAPI/BsRenderAPI.h"
  17. using namespace std::placeholders;
  18. namespace bs
  19. {
  20. const UINT32 HandleDrawManager::SPHERE_QUALITY = 1;
  21. const UINT32 HandleDrawManager::WIRE_SPHERE_QUALITY = 10;
  22. const UINT32 HandleDrawManager::ARC_QUALITY = 10;
  23. HandleDrawManager::HandleDrawManager()
  24. :mLastFrameIdx((UINT64)-1)
  25. {
  26. mTransform = Matrix4::IDENTITY;
  27. mDrawHelper = bs_new<DrawHelper>();
  28. HMaterial solidMaterial = BuiltinEditorResources::instance().createSolidHandleMat();
  29. HMaterial lineMaterial = BuiltinEditorResources::instance().createLineHandleMat();
  30. HMaterial textMaterial = BuiltinEditorResources::instance().createTextGizmoMat();
  31. HMaterial clearMaterial = BuiltinEditorResources::instance().createHandleClearAlphaMat();
  32. ct::HandleRenderer::InitData rendererInitData;
  33. rendererInitData.solidMat = solidMaterial->getCore();
  34. rendererInitData.lineMat = lineMaterial->getCore();
  35. rendererInitData.textMat = textMaterial->getCore();
  36. rendererInitData.clearMat = clearMaterial->getCore();
  37. mRenderer = RendererExtension::create<ct::HandleRenderer>(rendererInitData);
  38. }
  39. HandleDrawManager::~HandleDrawManager()
  40. {
  41. clearMeshes();
  42. bs_delete(mDrawHelper);
  43. }
  44. void HandleDrawManager::setColor(const Color& color)
  45. {
  46. mDrawHelper->setColor(color);
  47. }
  48. void HandleDrawManager::setTransform(const Matrix4& transform)
  49. {
  50. mTransform = transform;
  51. }
  52. void HandleDrawManager::setLayer(UINT64 layer)
  53. {
  54. mDrawHelper->setLayer(layer);
  55. }
  56. void HandleDrawManager::drawCube(const Vector3& position, const Vector3& extents, float size)
  57. {
  58. Matrix4 scale = Matrix4::scaling(size);
  59. mDrawHelper->setTransform(mTransform * scale);
  60. mDrawHelper->cube(position, extents);
  61. }
  62. void HandleDrawManager::drawSphere(const Vector3& position, float radius, float size)
  63. {
  64. Matrix4 scale = Matrix4::scaling(size);
  65. mDrawHelper->setTransform(mTransform * scale);
  66. mDrawHelper->sphere(position, radius);
  67. }
  68. void HandleDrawManager::drawWireCube(const Vector3& position, const Vector3& extents, float size)
  69. {
  70. Matrix4 scale = Matrix4::scaling(size);
  71. mDrawHelper->setTransform(mTransform * scale);
  72. mDrawHelper->wireCube(position, extents);
  73. }
  74. void HandleDrawManager::drawWireSphere(const Vector3& position, float radius, float size)
  75. {
  76. Matrix4 scale = Matrix4::scaling(size);
  77. mDrawHelper->setTransform(mTransform * scale);
  78. mDrawHelper->wireSphere(position, radius);
  79. }
  80. void HandleDrawManager::drawCone(const Vector3& base, const Vector3& normal, float height, float radius, float size)
  81. {
  82. Matrix4 scale = Matrix4::scaling(size);
  83. mDrawHelper->setTransform(mTransform * scale);
  84. mDrawHelper->cone(base, normal, height, radius);
  85. }
  86. void HandleDrawManager::drawLine(const Vector3& start, const Vector3& end, float size)
  87. {
  88. Matrix4 scale = Matrix4::scaling(size);
  89. mDrawHelper->setTransform(mTransform * scale);
  90. mDrawHelper->line(start, end);
  91. }
  92. void HandleDrawManager::drawDisc(const Vector3& position, const Vector3& normal, float radius, float size)
  93. {
  94. Matrix4 scale = Matrix4::scaling(size);
  95. mDrawHelper->setTransform(mTransform * scale);
  96. mDrawHelper->disc(position, normal, radius);
  97. }
  98. void HandleDrawManager::drawWireDisc(const Vector3& position, const Vector3& normal, float radius, float size)
  99. {
  100. Matrix4 scale = Matrix4::scaling(size);
  101. mDrawHelper->setTransform(mTransform * scale);
  102. mDrawHelper->wireDisc(position, normal, radius);
  103. }
  104. void HandleDrawManager::drawArc(const Vector3& position, const Vector3& normal, float radius, Degree startAngle, Degree amountAngle, float size)
  105. {
  106. Matrix4 scale = Matrix4::scaling(size);
  107. mDrawHelper->setTransform(mTransform * scale);
  108. mDrawHelper->arc(position, normal, radius, startAngle, amountAngle);
  109. }
  110. void HandleDrawManager::drawWireArc(const Vector3& position, const Vector3& normal, float radius, Degree startAngle, Degree amountAngle, float size)
  111. {
  112. Matrix4 scale = Matrix4::scaling(size);
  113. mDrawHelper->setTransform(mTransform * scale);
  114. mDrawHelper->wireArc(position, normal, radius, startAngle, amountAngle);
  115. }
  116. void HandleDrawManager::drawRect(const Rect3& area, float size)
  117. {
  118. Matrix4 scale = Matrix4::scaling(size);
  119. mDrawHelper->setTransform(mTransform * scale);
  120. mDrawHelper->rectangle(area);
  121. }
  122. void HandleDrawManager::drawText(const Vector3& position, const String& text, const HFont& font, UINT32 fontSize, float size)
  123. {
  124. Matrix4 scale = Matrix4::scaling(size);
  125. mDrawHelper->setTransform(mTransform * scale);
  126. HFont myFont = font;
  127. if (myFont == nullptr)
  128. myFont = BuiltinEditorResources::instance().getDefaultAAFont();
  129. mDrawHelper->text(position, text, myFont, fontSize);
  130. }
  131. void HandleDrawManager::draw(const SPtr<Camera>& camera)
  132. {
  133. ct::HandleRenderer* renderer = mRenderer.get();
  134. // Clear meshes from previous frame
  135. UINT64 frameIdx = gTime().getFrameIdx();
  136. if(frameIdx != mLastFrameIdx)
  137. {
  138. gCoreThread().queueCommand(std::bind(&ct::HandleRenderer::clearQueued, renderer));
  139. clearMeshes();
  140. mLastFrameIdx = frameIdx;
  141. }
  142. const Transform& tfrm = camera->getTransform();
  143. const Vector<DrawHelper::ShapeMeshData>& meshes =
  144. mDrawHelper->buildMeshes(DrawHelper::SortType::BackToFront, tfrm.getPosition(), camera->getLayers());
  145. mActiveMeshes.push_back(meshes);
  146. Vector<ct::HandleRenderer::MeshData> proxyData;
  147. for (auto& meshData : meshes)
  148. {
  149. SPtr<ct::Texture> tex;
  150. if (meshData.texture.isLoaded())
  151. tex = meshData.texture->getCore();
  152. if (meshData.type == DrawHelper::MeshType::Solid)
  153. {
  154. proxyData.push_back(ct::HandleRenderer::MeshData(
  155. meshData.mesh->getCore(), meshData.subMesh, tex, ct::HandleRenderer::MeshType::Solid));
  156. }
  157. else if (meshData.type == DrawHelper::MeshType::Line)
  158. {
  159. proxyData.push_back(ct::HandleRenderer::MeshData(
  160. meshData.mesh->getCore(), meshData.subMesh, tex, ct::HandleRenderer::MeshType::Line));
  161. }
  162. else // Text
  163. {
  164. proxyData.push_back(ct::HandleRenderer::MeshData(
  165. meshData.mesh->getCore(), meshData.subMesh, tex, ct::HandleRenderer::MeshType::Text));
  166. }
  167. }
  168. gCoreThread().queueCommand(std::bind(&ct::HandleRenderer::queueForDraw, renderer, camera->getCore(), proxyData));
  169. }
  170. void HandleDrawManager::clear()
  171. {
  172. mDrawHelper->clear();
  173. }
  174. void HandleDrawManager::clearMeshes()
  175. {
  176. mActiveMeshes.clear();
  177. }
  178. namespace ct
  179. {
  180. HandleParamBlockDef gHandleParamBlockDef;
  181. HandleRenderer::HandleRenderer()
  182. :RendererExtension(RenderLocation::PostLightPass, -20), mTypeCounters()
  183. { }
  184. void HandleRenderer::initialize(const Any& data)
  185. {
  186. const InitData& initData = any_cast_ref<InitData>(data);
  187. mMaterials[(UINT32)MeshType::Line] = initData.lineMat;
  188. mMaterials[(UINT32)MeshType::Solid] = initData.solidMat;
  189. mMaterials[(UINT32)MeshType::Text] = initData.textMat;
  190. mClearMaterial = initData.clearMat;
  191. mParamBuffer = gHandleParamBlockDef.createBuffer();
  192. }
  193. void HandleRenderer::destroy()
  194. {
  195. clearQueued();
  196. }
  197. void HandleRenderer::queueForDraw(const SPtr<Camera>& camera, Vector<MeshData>& meshes)
  198. {
  199. SPtr<Renderer> activeRenderer = RendererManager::instance().getActive();
  200. if (camera != nullptr)
  201. {
  202. for(auto& entry : meshes)
  203. {
  204. UINT32 typeIdx = (UINT32)entry.type;
  205. UINT32 paramsIdx = mTypeCounters[typeIdx];
  206. entry.paramIdx = paramsIdx;
  207. SPtr<GpuParamsSet> paramsSet;
  208. if (paramsIdx >= mParamSets[typeIdx].size())
  209. {
  210. paramsSet = mMaterials[typeIdx]->createParamsSet();
  211. paramsSet->setParamBlockBuffer("Uniforms", mParamBuffer, true);
  212. mParamSets[typeIdx].push_back(paramsSet);
  213. }
  214. else
  215. paramsSet = mParamSets[typeIdx][entry.paramIdx];
  216. if(entry.type == MeshType::Text)
  217. {
  218. GpuParamTexture texture;
  219. paramsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", texture);
  220. texture.set(entry.texture);
  221. }
  222. mTypeCounters[typeIdx]++;
  223. }
  224. mQueuedData.push_back({ camera, meshes });
  225. }
  226. }
  227. void HandleRenderer::clearQueued()
  228. {
  229. mQueuedData.clear();
  230. bs_zero_out(mTypeCounters);
  231. }
  232. bool HandleRenderer::check(const Camera& camera)
  233. {
  234. for(auto& entry : mQueuedData)
  235. {
  236. if (entry.camera.get() == &camera)
  237. return true;
  238. }
  239. return false;
  240. }
  241. void HandleRenderer::render(const Camera& camera)
  242. {
  243. THROW_IF_NOT_CORE_THREAD;
  244. for (auto& entry : mQueuedData)
  245. {
  246. if (entry.camera.get() != &camera)
  247. continue;
  248. const QueuedData& queueData = entry;
  249. const Vector<MeshData>& meshes = queueData.meshes;
  250. SPtr<RenderTarget> renderTarget = camera.getViewport()->getTarget();
  251. Matrix4 viewProjMat = camera.getProjectionMatrixRS() * camera.getViewMatrix();
  252. gHandleParamBlockDef.gMatViewProj.set(mParamBuffer, viewProjMat);
  253. gHandleParamBlockDef.gViewDir.set(mParamBuffer, (Vector4)camera.getTransform().getForward());
  254. UINT32 currentType = -1;
  255. for (auto& meshData : meshes)
  256. {
  257. UINT32 typeIdx = (UINT32)meshData.type;
  258. if (currentType != typeIdx)
  259. {
  260. gRendererUtility().setPass(mMaterials[typeIdx]);
  261. currentType = typeIdx;
  262. }
  263. gRendererUtility().setPassParams(mParamSets[typeIdx][meshData.paramIdx]);
  264. gRendererUtility().draw(meshData.mesh, meshData.subMesh);
  265. }
  266. // Set alpha of everything that was drawn to 1 so we can overlay this texture onto GUI using transparency
  267. gRendererUtility().setPass(mClearMaterial, 0);
  268. gRendererUtility().drawScreenQuad();
  269. }
  270. }
  271. }
  272. }