BsSelectionRenderer.cpp 5.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Scene/BsSelectionRenderer.h"
  4. #include "Mesh/BsMesh.h"
  5. #include "RenderAPI/BsVertexDataDesc.h"
  6. #include "Components/BsCCamera.h"
  7. #include "CoreThread/BsCoreThread.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "Material/BsMaterial.h"
  10. #include "RenderAPI/BsGpuParams.h"
  11. #include "Material/BsGpuParamsSet.h"
  12. #include "RenderAPI/BsRenderAPI.h"
  13. #include "Renderer/BsRenderer.h"
  14. #include "Renderer/BsRendererManager.h"
  15. #include "Scene/BsSelection.h"
  16. #include "Scene/BsSceneObject.h"
  17. #include "Components/BsCRenderable.h"
  18. #include "Renderer/BsRenderable.h"
  19. #include "Scene/BsSceneManager.h"
  20. #include "Renderer/BsRendererUtility.h"
  21. #include "Animation/BsAnimationManager.h"
  22. #include "Animation/BsSkeleton.h"
  23. #include "RenderAPI/BsGpuBuffer.h"
  24. #include "Renderer/BsRenderer.h"
  25. #include "Renderer/BsRenderableElement.h"
  26. using namespace std::placeholders;
  27. namespace bs
  28. {
  29. SelectionRenderer::SelectionRenderer()
  30. {
  31. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  32. mRenderer = RendererExtension::create<ct::SelectionRendererCore>(selectionMat->getCore());
  33. }
  34. SelectionRenderer::~SelectionRenderer()
  35. { }
  36. void SelectionRenderer::update(const SPtr<Camera>& camera)
  37. {
  38. Vector<SPtr<ct::Renderable>> objects;
  39. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  40. Vector<HRenderable> renderables = gSceneManager().findComponents<CRenderable>(true);
  41. for (auto& renderable : renderables)
  42. {
  43. HSceneObject renderableSO = renderable->SO();
  44. for (auto& so : sceneObjects)
  45. {
  46. if (renderableSO != so)
  47. continue;
  48. if (renderable->getMesh().isLoaded())
  49. objects.push_back(renderable->_getRenderable()->getCore());
  50. }
  51. }
  52. ct::SelectionRendererCore* renderer = mRenderer.get();
  53. gCoreThread().queueCommand(std::bind(&ct::SelectionRendererCore::updateData, renderer, camera->getCore(), objects));
  54. }
  55. namespace ct
  56. {
  57. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  58. SelectionRendererCore::SelectionRendererCore()
  59. :RendererExtension(RenderLocation::PostLightPass, -10)
  60. {
  61. }
  62. void SelectionRendererCore::initialize(const Any& data)
  63. {
  64. THROW_IF_NOT_CORE_THREAD;
  65. constexpr int numTechniques = sizeof(mTechniqueIndices) / sizeof(mTechniqueIndices[0]);
  66. static_assert(numTechniques == (int)RenderableAnimType::Count, "Number of techniques doesn't match the number of possible animation types.");
  67. SPtr<Material> mat = any_cast<SPtr<Material>>(data);
  68. for(UINT32 i = 0; i < numTechniques; i++)
  69. {
  70. RenderableAnimType animType = (RenderableAnimType)i;
  71. switch (animType)
  72. {
  73. case RenderableAnimType::Skinned:
  74. mTechniqueIndices[i] = mat->findTechnique(RTag_Skinned);
  75. break;
  76. case RenderableAnimType::Morph:
  77. mTechniqueIndices[i] = mat->findTechnique(RTag_Morph);
  78. break;
  79. case RenderableAnimType::SkinnedMorph:
  80. mTechniqueIndices[i] = mat->findTechnique(RTag_SkinnedMorph);
  81. break;
  82. default:
  83. mTechniqueIndices[i] = mat->getDefaultTechnique();
  84. break;
  85. }
  86. }
  87. mMaterial = mat;
  88. for(UINT32 i = 0; i < 4 ; i++)
  89. {
  90. mParams[i] = mat->createParamsSet(i);
  91. SPtr<GpuParams> params = mParams[i]->getGpuParams();
  92. params->getParam(GPT_VERTEX_PROGRAM, "matWorldViewProj", mMatWorldViewProj[i]);
  93. RenderableAnimType animType = (RenderableAnimType)i;
  94. if(animType == RenderableAnimType::Skinned || animType == RenderableAnimType::SkinnedMorph)
  95. params->getBufferParam(GPT_VERTEX_PROGRAM, "boneMatrices", mBoneMatrices[i]);
  96. params->getParam(GPT_FRAGMENT_PROGRAM, "selColor", mColor[i]);
  97. }
  98. }
  99. void SelectionRendererCore::updateData(const SPtr<Camera>& camera, const Vector<SPtr<Renderable>>& objects)
  100. {
  101. mCamera = camera;
  102. mObjects = objects;
  103. }
  104. bool SelectionRendererCore::check(const Camera& camera)
  105. {
  106. return mCamera.get() == &camera;
  107. }
  108. void SelectionRendererCore::render(const Camera& camera)
  109. {
  110. THROW_IF_NOT_CORE_THREAD;
  111. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  112. SPtr<Renderer> renderer = gRenderer();
  113. for (auto& renderable : mObjects)
  114. {
  115. SPtr<Mesh> mesh = renderable->getMesh();
  116. if (mesh == nullptr)
  117. continue;
  118. SPtr<GpuBuffer> boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  119. SPtr<VertexBuffer> morphShapeBuffer = renderable->getMorphShapeBuffer();
  120. SPtr<VertexDeclaration> morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  121. Matrix4 worldViewProjMat = viewProjMat * renderable->getMatrix();
  122. UINT32 techniqueIdx = mTechniqueIndices[(int)renderable->getAnimType()];
  123. mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
  124. mColor[techniqueIdx].set(SELECTION_COLOR);
  125. mBoneMatrices[techniqueIdx].set(boneMatrixBuffer);
  126. gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
  127. gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
  128. UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
  129. for (UINT32 i = 0; i < numSubmeshes; i++)
  130. {
  131. if (morphVertexDeclaration == nullptr)
  132. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
  133. else
  134. gRendererUtility().drawMorph(mesh, mesh->getProperties().getSubMesh(i), morphShapeBuffer,
  135. morphVertexDeclaration);
  136. }
  137. }
  138. }
  139. }
  140. }