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- #include "BsScenePicking.h"
- #include "BsSceneManager.h"
- #include "BsColor.h"
- #include "BsMatrix4.h"
- #include "BsDebug.h"
- #include "BsMath.h"
- #include "BsCRenderable.h"
- #include "BsSceneObject.h"
- #include "BsMesh.h"
- #include "BsConvexVolume.h"
- #include "BsCCamera.h"
- #include "BsCoreThread.h"
- #include "BsRenderAPI.h"
- #include "BsMaterial.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsDepthStencilState.h"
- #include "BsRasterizerState.h"
- #include "BsRenderTarget.h"
- #include "BsPixelData.h"
- #include "BsGpuParams.h"
- #include "BsBuiltinEditorResources.h"
- #include "BsShader.h"
- #include "BsCoreRenderer.h"
- #include "BsGizmoManager.h"
- #include "BsRendererUtility.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- const float ScenePickingCore::ALPHA_CUTOFF = 0.5f;
- ScenePicking::ScenePicking()
- {
- mCore = bs_new<ScenePickingCore>();
- for (UINT32 i = 0; i < 3; i++)
- {
- HMaterial matPicking = BuiltinEditorResources::instance().createPicking((CullingMode)i);
- HMaterial matPickingAlpha = BuiltinEditorResources::instance().createPickingAlpha((CullingMode)i);
- mCore->mMaterialData[i].mMatPickingCore = matPicking->getCore();
- mCore->mMaterialData[i].mMatPickingAlphaCore = matPickingAlpha->getCore();
- }
- gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::initialize, mCore));
- }
- ScenePicking::~ScenePicking()
- {
- gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::destroy, mCore));
- }
- HSceneObject ScenePicking::pickClosestObject(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
- {
- Vector<HSceneObject> selectedObjects = pickObjects(cam, position, area);
- if (selectedObjects.size() == 0)
- return HSceneObject();
- return selectedObjects[0];
- }
- Vector<HSceneObject> ScenePicking::pickObjects(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
- {
- auto comparePickElement = [&] (const ScenePicking::RenderablePickData& a, const ScenePicking::RenderablePickData& b)
- {
- // Sort by alpha setting first, then by cull mode, then by index
- if (a.alpha == b.alpha)
- {
- if (a.cullMode == b.cullMode)
- return a.index > b.index;
- else
- return (UINT32)a.cullMode > (UINT32)b.cullMode;
- }
- else
- return (UINT32)a.alpha > (UINT32)b.alpha;
- };
- Matrix4 viewProjMatrix = cam->getProjectionMatrixRS() * cam->getViewMatrix();
- const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
- RenderableSet pickData(comparePickElement);
- Map<UINT32, HSceneObject> idxToRenderable;
- for (auto& renderableData : renderables)
- {
- RenderablePtr renderable = renderableData.second.renderable;
- HSceneObject so = renderableData.second.sceneObject;
- if (!so->getActive())
- continue;
- HMesh mesh = renderable->getMesh();
- if (!mesh)
- continue;
- Bounds worldBounds = mesh->getProperties().getBounds();
- Matrix4 worldTransform = so->getWorldTfrm();
- worldBounds.transformAffine(worldTransform);
- // TODO - I could limit the frustum to the visible area we're rendering for a speed boost
- // but this is unlikely to be a performance bottleneck
- const ConvexVolume& frustum = cam->getWorldFrustum();
- if (frustum.intersects(worldBounds.getSphere()))
- {
- // More precise with the box
- if (frustum.intersects(worldBounds.getBox()))
- {
- for (UINT32 i = 0; i < mesh->getProperties().getNumSubMeshes(); i++)
- {
- UINT32 idx = (UINT32)pickData.size();
- bool useAlphaShader = false;
- RasterizerStatePtr rasterizerState;
- HMaterial originalMat = renderable->getMaterial(i);
- if (originalMat != nullptr && originalMat->getNumPasses() > 0)
- {
- PassPtr firstPass = originalMat->getPass(0); // Note: We only ever check the first pass, problem?
- useAlphaShader = firstPass->hasBlending();
- if (firstPass->getRasterizerState() == nullptr)
- rasterizerState = RasterizerState::getDefault();
- else
- rasterizerState = firstPass->getRasterizerState();
- }
- else
- rasterizerState = RasterizerState::getDefault();
- CullingMode cullMode = rasterizerState->getProperties().getCullMode();
- HTexture mainTexture;
- if (useAlphaShader)
- {
- const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = originalMat->getShader()->getTextureParams();
- for (auto& objectParam : textureParams)
- {
- if (objectParam.second.rendererSemantic == RPS_Diffuse)
- {
- mainTexture = originalMat->getTexture(objectParam.first);
- break;
- }
- }
- }
- idxToRenderable[idx] = so;
- Matrix4 wvpTransform = viewProjMatrix * worldTransform;
- pickData.insert({ mesh->getCore(), idx, wvpTransform, useAlphaShader, cullMode, mainTexture });
- }
- }
- }
- }
- UINT32 firstGizmoIdx = (UINT32)pickData.size();
- SPtr<RenderTargetCore> target = cam->getViewport()->getTarget()->getCore();
- gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::corePickingBegin, mCore, target,
- cam->getViewport()->getNormArea(), std::cref(pickData), position, area));
- GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
- AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePickingCore::corePickingEnd, mCore, target,
- cam->getViewport()->getNormArea(), position, area, _1));
- gCoreAccessor().submitToCoreThread(true);
- assert(op.hasCompleted());
- Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
- Vector<HSceneObject> results;
- for (auto& selectedObjectIdx : selectedObjects)
- {
- if (selectedObjectIdx < firstGizmoIdx)
- {
- auto iterFind = idxToRenderable.find(selectedObjectIdx);
- if (iterFind != idxToRenderable.end())
- results.push_back(iterFind->second);
- }
- else
- {
- UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
- HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
- if (so)
- results.push_back(so);
- }
- }
- return results;
- }
- Color ScenePicking::encodeIndex(UINT32 index)
- {
- Color encoded;
- encoded.r = (index & 0xFF) / 255.0f;
- encoded.g = ((index >> 8) & 0xFF) / 255.0f;
- encoded.b = ((index >> 16) & 0xFF) / 255.0f;
- encoded.a = 1.0f;
- if (((index >> 24) & 0xFF))
- LOGERR("Index when picking out of valid range.");
- return encoded;
- }
- UINT32 ScenePicking::decodeIndex(Color color)
- {
- UINT32 r = Math::roundToInt(color.r * 255.0f);
- UINT32 g = Math::roundToInt(color.g * 255.0f);
- UINT32 b = Math::roundToInt(color.b * 255.0f);
- return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
- }
- void ScenePickingCore::initialize()
- {
- for (UINT32 i = 0; i < 3; i++)
- {
- MaterialData& md = mMaterialData[i];
- {
- SPtr<PassParametersCore> passParams = md.mMatPickingCore->getPassParameters(0);
- md.mParamPickingVertParams = passParams->mVertParams;
- md.mParamPickingVertParams->getParam("matWorldViewProj", md.mParamPickingWVP);
- md.mParamPickingFragParams = passParams->mFragParams;
- md.mParamPickingFragParams->getParam("colorIndex", md.mParamPickingColor);
- }
- {
- SPtr<PassParametersCore> passParams = md.mMatPickingAlphaCore->getPassParameters(0);
- md.mParamPickingAlphaVertParams = passParams->mVertParams;
- md.mParamPickingAlphaVertParams->getParam("matWorldViewProj", md.mParamPickingAlphaWVP);
- md.mParamPickingAlphaFragParams = passParams->mFragParams;
- md.mParamPickingAlphaFragParams->getParam("colorIndex", md.mParamPickingAlphaColor);
- md.mParamPickingAlphaFragParams->getTextureParam("mainTexture", md.mParamPickingAlphaTexture);
- GpuParamFloatCore alphaCutoffParam;
- md.mParamPickingAlphaFragParams->getParam("alphaCutoff", alphaCutoffParam);
- alphaCutoffParam.set(ALPHA_CUTOFF);
- }
- }
- }
- void ScenePickingCore::destroy()
- {
- bs_delete(this);
- }
- void ScenePickingCore::corePickingBegin(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea,
- const ScenePicking::RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
- {
- RenderAPICore& rs = RenderAPICore::instance();
- rs.beginFrame();
- rs.setRenderTarget(target);
- rs.setViewport(viewportArea);
- rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
- rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
- gRendererUtility().setPass(mMaterialData[0].mMatPickingCore, 0);
- bool activeMaterialIsAlpha = false;
- CullingMode activeMaterialCull = (CullingMode)0;
- for (auto& renderable : renderables)
- {
- if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
- {
- activeMaterialIsAlpha = renderable.alpha;
- activeMaterialCull = renderable.cullMode;
- if (activeMaterialIsAlpha)
- gRendererUtility().setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaCore, 0);
- else
- gRendererUtility().setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingCore, 0);
- }
- Color color = ScenePicking::encodeIndex(renderable.index);
- MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
- if (activeMaterialIsAlpha)
- {
- md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
- md.mParamPickingAlphaColor.set(color);
- md.mParamPickingAlphaTexture.set(renderable.mainTexture->getCore());
- rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
- rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
- }
- else
- {
- md.mParamPickingWVP.set(renderable.wvpTransform);
- md.mParamPickingColor.set(color);
- rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
- rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
- }
- gRendererUtility().draw(renderable.mesh, renderable.mesh->getProperties().getSubMesh(0));
- }
- }
- void ScenePickingCore::corePickingEnd(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea, const Vector2I& position,
- const Vector2I& area, AsyncOp& asyncOp)
- {
- const RenderTargetProperties& rtProps = target->getProperties();
- if (rtProps.isWindow())
- {
- // TODO: When I do implement this then I will likely want a method in RenderTarget that unifies both render window and render texture readback
- BS_EXCEPT(NotImplementedException, "Picking is not supported on render windows as framebuffer readback methods aren't implemented");
- }
- SPtr<RenderTextureCore> rtt = std::static_pointer_cast<RenderTextureCore>(target);
- SPtr<TextureCore> outputTexture = rtt->getBindableColorTexture();
- if (position.x < 0 || position.x >= (INT32)outputTexture->getProperties().getWidth() ||
- position.y < 0 || position.y >= (INT32)outputTexture->getProperties().getHeight())
- {
- asyncOp._completeOperation(Vector<UINT32>());
- return;
- }
- PixelDataPtr outputPixelData = outputTexture->getProperties().allocateSubresourceBuffer(0);
- AsyncOp unused;
- RenderAPICore& rs = RenderAPICore::instance();
- rs.endFrame();
- outputTexture->readSubresource(0, *outputPixelData);
- Map<UINT32, UINT32> selectionScores;
- UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
- UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
- UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
- if (rtProps.requiresTextureFlipping())
- {
- UINT32 vertOffset = outputPixelData->getHeight() - 1;
- for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
- {
- for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
- {
- Color color = outputPixelData->getColorAt(x, vertOffset - y);
- UINT32 index = ScenePicking::decodeIndex(color);
- if (index == 0x00FFFFFF) // Nothing selected
- continue;
- auto iterFind = selectionScores.find(index);
- if (iterFind == selectionScores.end())
- selectionScores[index] = 1;
- else
- iterFind->second++;
- }
- }
- }
- else
- {
- for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
- {
- for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
- {
- Color color = outputPixelData->getColorAt(x, y);
- UINT32 index = ScenePicking::decodeIndex(color);
- if (index == 0x00FFFFFF) // Nothing selected
- continue;
- auto iterFind = selectionScores.find(index);
- if (iterFind == selectionScores.end())
- selectionScores[index] = 1;
- else
- iterFind->second++;
- }
- }
- }
- // Sort by score
- struct SelectedObject { UINT32 index; UINT32 score; };
- Vector<SelectedObject> selectedObjects(selectionScores.size());
- UINT32 idx = 0;
- for (auto& selectionScore : selectionScores)
- {
- selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
- }
- std::sort(selectedObjects.begin(), selectedObjects.end(),
- [&](const SelectedObject& a, const SelectedObject& b)
- {
- return b.score < a.score;
- });
- Vector<UINT32> results;
- for (auto& selectedObject : selectedObjects)
- results.push_back(selectedObject.index);
- asyncOp._completeOperation(results);
- }
- }
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