BsSelectionRenderer.cpp 4.4 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. using namespace std::placeholders;
  22. namespace BansheeEngine
  23. {
  24. SelectionRenderer::SelectionRenderer()
  25. :mCore(nullptr)
  26. {
  27. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  28. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  29. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  30. }
  31. SelectionRenderer::~SelectionRenderer()
  32. {
  33. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  34. }
  35. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  36. {
  37. mCore.load(std::memory_order_acquire)->initialize(initData);
  38. }
  39. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  40. {
  41. bs_delete(core);
  42. }
  43. void SelectionRenderer::update(const SPtr<Camera>& camera)
  44. {
  45. Vector<ObjectData> objects;
  46. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  47. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  48. for (auto& renderable : renderables)
  49. {
  50. for (auto& so : sceneObjects)
  51. {
  52. if (!so->getActive())
  53. continue;
  54. if (renderable.second.sceneObject != so)
  55. continue;
  56. if (renderable.first->getMesh().isLoaded())
  57. {
  58. objects.push_back(ObjectData());
  59. ObjectData& newObjData = objects.back();
  60. newObjData.worldTfrm = so->getWorldTfrm();
  61. newObjData.mesh = renderable.first->getMesh()->getCore();
  62. }
  63. }
  64. }
  65. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  66. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  67. }
  68. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  69. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  70. {
  71. }
  72. SelectionRendererCore::~SelectionRendererCore()
  73. {
  74. SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
  75. if (mCamera != nullptr)
  76. activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
  77. }
  78. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  79. {
  80. THROW_IF_NOT_CORE_THREAD;
  81. mMaterial = mat;
  82. mParams = mat->createParamsSet();
  83. SPtr<GpuParamsCore> vertParams = mParams->getGpuParams(GPT_VERTEX_PROGRAM);
  84. vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
  85. SPtr<GpuParamsCore> fragParams = mParams->getGpuParams(GPT_FRAGMENT_PROGRAM);
  86. fragParams->getParam("selColor", mColor);
  87. }
  88. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
  89. {
  90. if (mCamera != camera)
  91. {
  92. SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
  93. if (mCamera != nullptr)
  94. activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
  95. if (camera != nullptr)
  96. activeRenderer->registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  97. }
  98. mCamera = camera;
  99. mObjects = objects;
  100. }
  101. void SelectionRendererCore::render()
  102. {
  103. THROW_IF_NOT_CORE_THREAD;
  104. if (mCamera == nullptr)
  105. return;
  106. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  107. for (auto& objData : mObjects)
  108. {
  109. Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
  110. mMatWorldViewProj.set(worldViewProjMat);
  111. mColor.set(SELECTION_COLOR);
  112. gRendererUtility().setPass(mMaterial, 0);
  113. gRendererUtility().setPassParams(mParams, 0);
  114. UINT32 numSubmeshes = objData.mesh->getProperties().getNumSubMeshes();
  115. for (UINT32 i = 0; i < numSubmeshes; i++)
  116. gRendererUtility().draw(objData.mesh, objData.mesh->getProperties().getSubMesh(i));
  117. }
  118. }
  119. }