BsSelectionRenderer.cpp 6.3 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. #include "BsRenderer.h"
  25. #include "BsRenderableElement.h"
  26. using namespace std::placeholders;
  27. namespace BansheeEngine
  28. {
  29. SelectionRenderer::SelectionRenderer()
  30. :mCore(nullptr)
  31. {
  32. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  33. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  34. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  35. }
  36. SelectionRenderer::~SelectionRenderer()
  37. {
  38. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  39. }
  40. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  41. {
  42. mCore.load(std::memory_order_acquire)->initialize(initData);
  43. }
  44. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  45. {
  46. bs_delete(core);
  47. }
  48. void SelectionRenderer::update(const SPtr<Camera>& camera)
  49. {
  50. Vector<SPtr<RenderableCore>> objects;
  51. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  52. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  53. for (auto& renderable : renderables)
  54. {
  55. for (auto& so : sceneObjects)
  56. {
  57. if (!so->getActive())
  58. continue;
  59. if (renderable.second.sceneObject != so)
  60. continue;
  61. if (renderable.first->getMesh().isLoaded())
  62. objects.push_back(renderable.first->getCore());
  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. constexpr int numTechniques = sizeof(mTechniqueIndices) / sizeof(mTechniqueIndices[0]);
  82. static_assert(numTechniques == (int)RenderableAnimType::Count, "Number of techniques doesn't match the number of possible animation types.");
  83. for(UINT32 i = 0; i < numTechniques; i++)
  84. {
  85. RenderableAnimType animType = (RenderableAnimType)i;
  86. switch (animType)
  87. {
  88. case RenderableAnimType::Skinned:
  89. mTechniqueIndices[i] = mat->findTechnique(RTag_Skinned);
  90. break;
  91. case RenderableAnimType::Morph:
  92. mTechniqueIndices[i] = mat->findTechnique(RTag_Morph);
  93. break;
  94. case RenderableAnimType::SkinnedMorph:
  95. mTechniqueIndices[i] = mat->findTechnique(RTag_SkinnedMorph);
  96. break;
  97. default:
  98. mTechniqueIndices[i] = mat->getDefaultTechnique();
  99. break;
  100. }
  101. }
  102. mMaterial = mat;
  103. for(UINT32 i = 0; i < 4 ; i++)
  104. {
  105. mParams[i] = mat->createParamsSet(i);
  106. SPtr<GpuParamsCore> vertParams = mParams[i]->getGpuParams(GPT_VERTEX_PROGRAM);
  107. vertParams->getParam("matWorldViewProj", mMatWorldViewProj[i]);
  108. RenderableAnimType animType = (RenderableAnimType)i;
  109. if(animType == RenderableAnimType::Skinned || animType == RenderableAnimType::SkinnedMorph)
  110. vertParams->getBufferParam("boneMatrices", mBoneMatrices[i]);
  111. SPtr<GpuParamsCore> fragParams = mParams[i]->getGpuParams(GPT_FRAGMENT_PROGRAM);
  112. fragParams->getParam("selColor", mColor[i]);
  113. }
  114. }
  115. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SPtr<RenderableCore>>& objects)
  116. {
  117. if (mCamera != camera)
  118. {
  119. SPtr<CoreRenderer> activeRenderer = RendererManager::instance().getActive();
  120. if (mCamera != nullptr)
  121. activeRenderer->unregisterRenderCallback(mCamera.get(), 10);
  122. if (camera != nullptr)
  123. activeRenderer->registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  124. }
  125. mCamera = camera;
  126. mObjects = objects;
  127. }
  128. void SelectionRendererCore::render()
  129. {
  130. THROW_IF_NOT_CORE_THREAD;
  131. if (mCamera == nullptr)
  132. return;
  133. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  134. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  135. SPtr<Renderer> renderer = gRenderer();
  136. for (auto& renderable : mObjects)
  137. {
  138. SPtr<MeshCore> mesh = renderable->getMesh();
  139. if (mesh == nullptr)
  140. continue;
  141. SPtr<GpuBufferCore> boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  142. SPtr<VertexBufferCore> morphShapeBuffer = renderable->getMorphShapeBuffer();
  143. SPtr<VertexDeclarationCore> morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  144. Matrix4 worldViewProjMat = viewProjMat * renderable->getTransform();
  145. UINT32 techniqueIdx = mTechniqueIndices[(int)renderable->getAnimType()];
  146. mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
  147. mColor[techniqueIdx].set(SELECTION_COLOR);
  148. mBoneMatrices[techniqueIdx].set(boneMatrixBuffer);
  149. gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
  150. gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
  151. UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
  152. for (UINT32 i = 0; i < numSubmeshes; i++)
  153. {
  154. if (morphVertexDeclaration == nullptr)
  155. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
  156. else
  157. gRendererUtility().drawMorph(mesh, mesh->getProperties().getSubMesh(i), morphShapeBuffer,
  158. morphVertexDeclaration);
  159. }
  160. }
  161. }
  162. }