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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsSelectionRenderer.h"
- #include "BsMesh.h"
- #include "BsVertexDataDesc.h"
- #include "BsCCamera.h"
- #include "BsCoreThread.h"
- #include "BsBuiltinEditorResources.h"
- #include "BsMaterial.h"
- #include "BsGpuParams.h"
- #include "BsGpuParamsSet.h"
- #include "BsRenderAPI.h"
- #include "BsCoreRenderer.h"
- #include "BsRendererManager.h"
- #include "BsSelection.h"
- #include "BsSceneObject.h"
- #include "BsCRenderable.h"
- #include "BsRenderable.h"
- #include "BsSceneManager.h"
- #include "BsRendererUtility.h"
- #include "BsAnimationManager.h"
- #include "BsSkeleton.h"
- #include "BsGpuBuffer.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- SelectionRenderer::SelectionRenderer()
- :mCore(nullptr)
- {
- HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
-
- mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
- gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
- }
- SelectionRenderer::~SelectionRenderer()
- {
- gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
- }
- void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
- {
- mCore.load(std::memory_order_acquire)->initialize(initData);
- }
- void SelectionRenderer::destroyCore(SelectionRendererCore* core)
- {
- bs_delete(core);
- }
- void SelectionRenderer::update(const SPtr<Camera>& camera)
- {
- Vector<SPtr<RenderableCore>> objects;
- const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
- const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
- for (auto& renderable : renderables)
- {
- for (auto& so : sceneObjects)
- {
- if (!so->getActive())
- continue;
- if (renderable.second.sceneObject != so)
- continue;
- if (renderable.first->getMesh().isLoaded())
- objects.push_back(renderable.first->getCore());
- }
- }
- SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
- gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
- }
- const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
- SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
- {
- }
- SelectionRendererCore::~SelectionRendererCore()
- {
- SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
- if (mCamera != nullptr)
- activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
- }
- void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
- {
- THROW_IF_NOT_CORE_THREAD;
- mDefaultTechniqueIdx = mat->getDefaultTechnique();
- mAnimatedTechniqueIdx = mat->findTechnique(RTag_Animated);
- assert(mDefaultTechniqueIdx < 2 && mAnimatedTechniqueIdx < 2);
- mMaterial = mat;
- for(UINT32 i = 0; i < 2 ; i++)
- {
- mParams[i] = mat->createParamsSet(i);
- SPtr<GpuParamsCore> vertParams = mParams[i]->getGpuParams(GPT_VERTEX_PROGRAM);
- vertParams->getParam("matWorldViewProj", mMatWorldViewProj[i]);
- SPtr<GpuParamsCore> fragParams = mParams[i]->getGpuParams(GPT_FRAGMENT_PROGRAM);
- fragParams->getParam("selColor", mColor[i]);
- }
- SPtr<GpuParamsCore> vertParams = mParams[mAnimatedTechniqueIdx]->getGpuParams(GPT_VERTEX_PROGRAM);
- vertParams->getBufferParam("boneMatrices", mBoneMatrices);
- }
- void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SPtr<RenderableCore>>& objects)
- {
- if (mCamera != camera)
- {
- SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
- if (mCamera != nullptr)
- activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
- if (camera != nullptr)
- activeRenderer->registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
- }
- mCamera = camera;
- mObjects = objects;
- }
- void SelectionRendererCore::render()
- {
- THROW_IF_NOT_CORE_THREAD;
- if (mCamera == nullptr)
- return;
- const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
- Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
- for (auto& renderable : mObjects)
- {
- SPtr<MeshCore> mesh = renderable->getMesh();
- if (mesh == nullptr)
- continue;
- Matrix4 worldViewProjMat = viewProjMat * renderable->getTransform();
- UINT32 techniqueIdx = renderable->isAnimated() ? mAnimatedTechniqueIdx : mDefaultTechniqueIdx;
- mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
- mColor[techniqueIdx].set(SELECTION_COLOR);
- if(renderable->isAnimated())
- {
- SPtr<Skeleton> skeleton = mesh->getSkeleton();
- UINT32 numBones = skeleton != nullptr ? skeleton->getNumBones() : 0;
- if (numBones > 0)
- {
- // Note: If I had access to them I could just use the buffers from the Renderer instead of creating a
- // new one every frame
- SPtr<GpuBufferCore> buffer = GpuBufferCore::create(numBones * 3, 0, GBT_STANDARD, BF_32X4F, GBU_DYNAMIC);
- auto iterFind = animData.poseInfos.find(renderable->getAnimationId());
- if (iterFind != animData.poseInfos.end())
- {
- const RendererAnimationData::PoseInfo& poseInfo = iterFind->second;
- UINT8* dest = (UINT8*)buffer->lock(0, poseInfo.numBones * 3 * sizeof(Vector4), GBL_WRITE_ONLY_DISCARD);
- for (UINT32 j = 0; j < poseInfo.numBones; j++)
- {
- const Matrix4& transform = animData.transforms[poseInfo.startIdx + j];
- memcpy(dest, &transform, 12 * sizeof(float)); // Assuming row-major format
- dest += 12 * sizeof(float);
- }
- buffer->unlock();
- }
- mBoneMatrices.set(buffer);
- }
- }
- gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
- gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
- UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
- for (UINT32 i = 0; i < numSubmeshes; i++)
- gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
- }
- }
- }
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