BsSelectionRenderer.cpp 6.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsSelectionRenderer.h"
  4. #include "BsMesh.h"
  5. #include "BsVertexDataDesc.h"
  6. #include "BsCCamera.h"
  7. #include "BsCoreThread.h"
  8. #include "BsBuiltinEditorResources.h"
  9. #include "BsMaterial.h"
  10. #include "BsGpuParams.h"
  11. #include "BsGpuParamsSet.h"
  12. #include "BsRenderAPI.h"
  13. #include "BsCoreRenderer.h"
  14. #include "BsRendererManager.h"
  15. #include "BsSelection.h"
  16. #include "BsSceneObject.h"
  17. #include "BsCRenderable.h"
  18. #include "BsRenderable.h"
  19. #include "BsSceneManager.h"
  20. #include "BsRendererUtility.h"
  21. #include "BsAnimationManager.h"
  22. #include "BsSkeleton.h"
  23. #include "BsGpuBuffer.h"
  24. using namespace std::placeholders;
  25. namespace BansheeEngine
  26. {
  27. SelectionRenderer::SelectionRenderer()
  28. :mCore(nullptr)
  29. {
  30. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  31. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  32. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  33. }
  34. SelectionRenderer::~SelectionRenderer()
  35. {
  36. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  37. }
  38. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  39. {
  40. mCore.load(std::memory_order_acquire)->initialize(initData);
  41. }
  42. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  43. {
  44. bs_delete(core);
  45. }
  46. void SelectionRenderer::update(const SPtr<Camera>& camera)
  47. {
  48. Vector<SPtr<RenderableCore>> objects;
  49. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  50. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  51. for (auto& renderable : renderables)
  52. {
  53. for (auto& so : sceneObjects)
  54. {
  55. if (!so->getActive())
  56. continue;
  57. if (renderable.second.sceneObject != so)
  58. continue;
  59. if (renderable.first->getMesh().isLoaded())
  60. objects.push_back(renderable.first->getCore());
  61. }
  62. }
  63. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  64. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  65. }
  66. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  67. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  68. {
  69. }
  70. SelectionRendererCore::~SelectionRendererCore()
  71. {
  72. SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
  73. if (mCamera != nullptr)
  74. activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
  75. }
  76. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  77. {
  78. THROW_IF_NOT_CORE_THREAD;
  79. mDefaultTechniqueIdx = mat->getDefaultTechnique();
  80. mAnimatedTechniqueIdx = mat->findTechnique(RTag_Animated);
  81. assert(mDefaultTechniqueIdx < 2 && mAnimatedTechniqueIdx < 2);
  82. mMaterial = mat;
  83. for(UINT32 i = 0; i < 2 ; i++)
  84. {
  85. mParams[i] = mat->createParamsSet(i);
  86. SPtr<GpuParamsCore> vertParams = mParams[i]->getGpuParams(GPT_VERTEX_PROGRAM);
  87. vertParams->getParam("matWorldViewProj", mMatWorldViewProj[i]);
  88. SPtr<GpuParamsCore> fragParams = mParams[i]->getGpuParams(GPT_FRAGMENT_PROGRAM);
  89. fragParams->getParam("selColor", mColor[i]);
  90. }
  91. SPtr<GpuParamsCore> vertParams = mParams[mAnimatedTechniqueIdx]->getGpuParams(GPT_VERTEX_PROGRAM);
  92. vertParams->getBufferParam("boneMatrices", mBoneMatrices);
  93. }
  94. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SPtr<RenderableCore>>& objects)
  95. {
  96. if (mCamera != camera)
  97. {
  98. SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
  99. if (mCamera != nullptr)
  100. activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
  101. if (camera != nullptr)
  102. activeRenderer->registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  103. }
  104. mCamera = camera;
  105. mObjects = objects;
  106. }
  107. void SelectionRendererCore::render()
  108. {
  109. THROW_IF_NOT_CORE_THREAD;
  110. if (mCamera == nullptr)
  111. return;
  112. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  113. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  114. for (auto& renderable : mObjects)
  115. {
  116. SPtr<MeshCore> mesh = renderable->getMesh();
  117. if (mesh == nullptr)
  118. continue;
  119. Matrix4 worldViewProjMat = viewProjMat * renderable->getTransform();
  120. UINT32 techniqueIdx = renderable->isAnimated() ? mAnimatedTechniqueIdx : mDefaultTechniqueIdx;
  121. mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
  122. mColor[techniqueIdx].set(SELECTION_COLOR);
  123. if(renderable->isAnimated())
  124. {
  125. SPtr<Skeleton> skeleton = mesh->getSkeleton();
  126. UINT32 numBones = skeleton != nullptr ? skeleton->getNumBones() : 0;
  127. if (numBones > 0)
  128. {
  129. // Note: If I had access to them I could just use the buffers from the Renderer instead of creating a
  130. // new one every frame
  131. SPtr<GpuBufferCore> buffer = GpuBufferCore::create(numBones * 3, 0, GBT_STANDARD, BF_32X4F, GBU_DYNAMIC);
  132. auto iterFind = animData.poseInfos.find(renderable->getAnimationId());
  133. if (iterFind != animData.poseInfos.end())
  134. {
  135. const RendererAnimationData::PoseInfo& poseInfo = iterFind->second;
  136. UINT8* dest = (UINT8*)buffer->lock(0, poseInfo.numBones * 3 * sizeof(Vector4), GBL_WRITE_ONLY_DISCARD);
  137. for (UINT32 j = 0; j < poseInfo.numBones; j++)
  138. {
  139. const Matrix4& transform = animData.transforms[poseInfo.startIdx + j];
  140. memcpy(dest, &transform, 12 * sizeof(float)); // Assuming row-major format
  141. dest += 12 * sizeof(float);
  142. }
  143. buffer->unlock();
  144. }
  145. mBoneMatrices.set(buffer);
  146. }
  147. }
  148. gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
  149. gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
  150. UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
  151. for (UINT32 i = 0; i < numSubmeshes; i++)
  152. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
  153. }
  154. }
  155. }