BsSelectionRenderer.cpp 4.1 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. #include "BsRenderable.h"
  16. #include "BsSceneManager.h"
  17. #include "BsRendererUtility.h"
  18. using namespace std::placeholders;
  19. namespace BansheeEngine
  20. {
  21. SelectionRenderer::SelectionRenderer()
  22. :mCore(nullptr)
  23. {
  24. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  25. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  26. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  27. }
  28. SelectionRenderer::~SelectionRenderer()
  29. {
  30. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  31. }
  32. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  33. {
  34. mCore.load(std::memory_order_acquire)->initialize(initData);
  35. }
  36. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  37. {
  38. bs_delete(core);
  39. }
  40. void SelectionRenderer::update(const CameraPtr& camera)
  41. {
  42. Vector<ObjectData> objects;
  43. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  44. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  45. for (auto& renderable : renderables)
  46. {
  47. for (auto& so : sceneObjects)
  48. {
  49. if (!so->getActive())
  50. continue;
  51. if (renderable.second.sceneObject != so)
  52. continue;
  53. if (renderable.first->getMesh().isLoaded())
  54. {
  55. objects.push_back(ObjectData());
  56. ObjectData& newObjData = objects.back();
  57. newObjData.worldTfrm = so->getWorldTfrm();
  58. newObjData.mesh = renderable.first->getMesh()->getCore();
  59. }
  60. }
  61. }
  62. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  63. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  64. }
  65. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  66. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  67. {
  68. }
  69. SelectionRendererCore::~SelectionRendererCore()
  70. {
  71. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  72. if (mCamera != nullptr)
  73. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  74. }
  75. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  76. {
  77. THROW_IF_NOT_CORE_THREAD;
  78. mMaterial = mat;
  79. SPtr<GpuParamsCore> vertParams = mat->getPassParameters(0)->mVertParams;
  80. vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
  81. SPtr<GpuParamsCore> fragParams = mat->getPassParameters(0)->mFragParams;
  82. fragParams->getParam("selColor", mColor);
  83. }
  84. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
  85. {
  86. if (mCamera != camera)
  87. {
  88. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  89. if (mCamera != nullptr)
  90. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  91. if (camera != nullptr)
  92. activeRenderer->_registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  93. }
  94. mCamera = camera;
  95. mObjects = objects;
  96. }
  97. void SelectionRendererCore::render()
  98. {
  99. THROW_IF_NOT_CORE_THREAD;
  100. if (mCamera == nullptr)
  101. return;
  102. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  103. for (auto& objData : mObjects)
  104. {
  105. Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
  106. mMatWorldViewProj.set(worldViewProjMat);
  107. mColor.set(SELECTION_COLOR);
  108. gRendererUtility().setPass(mMaterial, 0);
  109. gRendererUtility().draw(objData.mesh, objData.mesh->getProperties().getSubMesh(0));
  110. }
  111. }
  112. }