BsSelectionRenderer.cpp 3.5 KB

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  1. #include "BsSelectionRenderer.h"
  2. #include "BsMesh.h"
  3. #include "BsVertexDataDesc.h"
  4. #include "BsCCamera.h"
  5. #include "BsCoreThread.h"
  6. #include "BsBuiltinEditorResources.h"
  7. #include "BsMaterial.h"
  8. #include "BsGpuParams.h"
  9. #include "BsRenderAPI.h"
  10. #include "BsCoreRenderer.h"
  11. #include "BsRendererManager.h"
  12. #include "BsSelection.h"
  13. #include "BsSceneObject.h"
  14. #include "BsCRenderable.h"
  15. using namespace std::placeholders;
  16. namespace BansheeEngine
  17. {
  18. SelectionRenderer::SelectionRenderer()
  19. :mCore(nullptr)
  20. {
  21. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  22. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  23. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  24. }
  25. SelectionRenderer::~SelectionRenderer()
  26. {
  27. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  28. }
  29. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  30. {
  31. mCore.load(std::memory_order_acquire)->initialize(initData);
  32. }
  33. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  34. {
  35. bs_delete(core);
  36. }
  37. void SelectionRenderer::update(const CameraPtr& camera)
  38. {
  39. Vector<ObjectData> objects;
  40. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  41. for (auto& so : sceneObjects)
  42. {
  43. HRenderable renderable = so->getComponent<CRenderable>();
  44. if (renderable != nullptr && renderable->getMesh() != nullptr)
  45. {
  46. objects.push_back(ObjectData());
  47. ObjectData& newObjData = objects.back();
  48. newObjData.worldTfrm = so->getWorldTfrm();
  49. newObjData.mesh = renderable->getMesh()->getCore();
  50. }
  51. }
  52. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  53. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  54. }
  55. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  56. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  57. {
  58. }
  59. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  60. {
  61. THROW_IF_NOT_CORE_THREAD;
  62. mMaterial = mat;
  63. SPtr<GpuParamsCore> vertParams = mat->getPassParameters(0)->mVertParams;
  64. vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
  65. SPtr<GpuParamsCore> fragParams = mat->getPassParameters(0)->mFragParams;
  66. fragParams->getParam("selColor", mColor);
  67. }
  68. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
  69. {
  70. if (mCamera != camera)
  71. {
  72. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  73. if (mCamera != nullptr)
  74. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  75. if (camera != nullptr)
  76. activeRenderer->_registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  77. }
  78. mCamera = camera;
  79. mObjects = objects;
  80. }
  81. void SelectionRendererCore::render()
  82. {
  83. THROW_IF_NOT_CORE_THREAD;
  84. if (mCamera == nullptr)
  85. return;
  86. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  87. for (auto& objData : mObjects)
  88. {
  89. Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
  90. mMatWorldViewProj.set(worldViewProjMat);
  91. mColor.set(SELECTION_COLOR);
  92. CoreRenderer::setPass(mMaterial, 0);
  93. CoreRenderer::draw(objData.mesh, objData.mesh->getProperties().getSubMesh(0));
  94. }
  95. }
  96. }