BsHandleDrawManager.cpp 10 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Handles/BsHandleDrawManager.h"
  4. #include "Utility/BsDrawHelper.h"
  5. #include "Material/BsMaterial.h"
  6. #include "Material/BsGpuParamsSet.h"
  7. #include "Utility/BsBuiltinEditorResources.h"
  8. #include "CoreThread/BsCoreThread.h"
  9. #include "Renderer/BsRendererManager.h"
  10. #include "Renderer/BsRenderer.h"
  11. #include "Mesh/BsTransientMesh.h"
  12. #include "Renderer/BsCamera.h"
  13. #include "Renderer/BsRendererUtility.h"
  14. #include "Image/BsTexture.h"
  15. #include "Utility/BsTime.h"
  16. #include "RenderAPI/BsRenderAPI.h"
  17. using namespace std::placeholders;
  18. namespace bs
  19. {
  20. const UINT32 HandleDrawManager::SPHERE_QUALITY = 1;
  21. const UINT32 HandleDrawManager::WIRE_SPHERE_QUALITY = 10;
  22. const UINT32 HandleDrawManager::ARC_QUALITY = 10;
  23. HandleDrawManager::HandleDrawManager()
  24. :mLastFrameIdx((UINT64)-1)
  25. {
  26. mTransform = Matrix4::IDENTITY;
  27. mDrawHelper = bs_new<DrawHelper>();
  28. HMaterial solidMaterial = BuiltinEditorResources::instance().createSolidHandleMat();
  29. HMaterial lineMaterial = BuiltinEditorResources::instance().createLineHandleMat();
  30. HMaterial textMaterial = BuiltinEditorResources::instance().createTextGizmoMat();
  31. HMaterial clearMaterial = BuiltinEditorResources::instance().createHandleClearAlphaMat();
  32. ct::HandleRenderer::InitData rendererInitData;
  33. rendererInitData.solidMat = solidMaterial->getCore();
  34. rendererInitData.lineMat = lineMaterial->getCore();
  35. rendererInitData.textMat = textMaterial->getCore();
  36. rendererInitData.clearMat = clearMaterial->getCore();
  37. mRenderer = RendererExtension::create<ct::HandleRenderer>(rendererInitData);
  38. }
  39. HandleDrawManager::~HandleDrawManager()
  40. {
  41. clearMeshes();
  42. bs_delete(mDrawHelper);
  43. }
  44. void HandleDrawManager::setColor(const Color& color)
  45. {
  46. mDrawHelper->setColor(color);
  47. }
  48. void HandleDrawManager::setTransform(const Matrix4& transform)
  49. {
  50. mTransform = transform;
  51. }
  52. void HandleDrawManager::setLayer(UINT64 layer)
  53. {
  54. mDrawHelper->setLayer(layer);
  55. }
  56. void HandleDrawManager::drawCube(const Vector3& position, const Vector3& extents, float size)
  57. {
  58. Matrix4 scale = Matrix4::scaling(size);
  59. mDrawHelper->setTransform(mTransform * scale);
  60. mDrawHelper->cube(position, extents);
  61. }
  62. void HandleDrawManager::drawSphere(const Vector3& position, float radius, float size)
  63. {
  64. Matrix4 scale = Matrix4::scaling(size);
  65. mDrawHelper->setTransform(mTransform * scale);
  66. mDrawHelper->sphere(position, radius);
  67. }
  68. void HandleDrawManager::drawWireCube(const Vector3& position, const Vector3& extents, float size)
  69. {
  70. Matrix4 scale = Matrix4::scaling(size);
  71. mDrawHelper->setTransform(mTransform * scale);
  72. mDrawHelper->wireCube(position, extents);
  73. }
  74. void HandleDrawManager::drawWireSphere(const Vector3& position, float radius, float size)
  75. {
  76. Matrix4 scale = Matrix4::scaling(size);
  77. mDrawHelper->setTransform(mTransform * scale);
  78. mDrawHelper->wireSphere(position, radius);
  79. }
  80. void HandleDrawManager::drawCone(const Vector3& base, const Vector3& normal, float height, float radius, float size)
  81. {
  82. Matrix4 scale = Matrix4::scaling(size);
  83. mDrawHelper->setTransform(mTransform * scale);
  84. mDrawHelper->cone(base, normal, height, radius);
  85. }
  86. void HandleDrawManager::drawLine(const Vector3& start, const Vector3& end, float size)
  87. {
  88. Matrix4 scale = Matrix4::scaling(size);
  89. mDrawHelper->setTransform(mTransform * scale);
  90. mDrawHelper->line(start, end);
  91. }
  92. void HandleDrawManager::drawDisc(const Vector3& position, const Vector3& normal, float radius, float size)
  93. {
  94. Matrix4 scale = Matrix4::scaling(size);
  95. mDrawHelper->setTransform(mTransform * scale);
  96. mDrawHelper->disc(position, normal, radius);
  97. }
  98. void HandleDrawManager::drawWireDisc(const Vector3& position, const Vector3& normal, float radius, float size)
  99. {
  100. Matrix4 scale = Matrix4::scaling(size);
  101. mDrawHelper->setTransform(mTransform * scale);
  102. mDrawHelper->wireDisc(position, normal, radius);
  103. }
  104. void HandleDrawManager::drawArc(const Vector3& position, const Vector3& normal, float radius, Degree startAngle, Degree amountAngle, float size)
  105. {
  106. Matrix4 scale = Matrix4::scaling(size);
  107. mDrawHelper->setTransform(mTransform * scale);
  108. mDrawHelper->arc(position, normal, radius, startAngle, amountAngle);
  109. }
  110. void HandleDrawManager::drawWireArc(const Vector3& position, const Vector3& normal, float radius, Degree startAngle, Degree amountAngle, float size)
  111. {
  112. Matrix4 scale = Matrix4::scaling(size);
  113. mDrawHelper->setTransform(mTransform * scale);
  114. mDrawHelper->wireArc(position, normal, radius, startAngle, amountAngle);
  115. }
  116. void HandleDrawManager::drawRect(const Rect3& area, float size)
  117. {
  118. Matrix4 scale = Matrix4::scaling(size);
  119. mDrawHelper->setTransform(mTransform * scale);
  120. mDrawHelper->rectangle(area);
  121. }
  122. void HandleDrawManager::drawText(const Vector3& position, const WString& text, const HFont& font, UINT32 fontSize, float size)
  123. {
  124. Matrix4 scale = Matrix4::scaling(size);
  125. mDrawHelper->setTransform(mTransform * scale);
  126. HFont myFont = font;
  127. if (myFont == nullptr)
  128. myFont = BuiltinEditorResources::instance().getDefaultAAFont();
  129. mDrawHelper->text(position, text, myFont, fontSize);
  130. }
  131. void HandleDrawManager::draw(const SPtr<Camera>& camera)
  132. {
  133. ct::HandleRenderer* renderer = mRenderer.get();
  134. // Clear meshes from previous frame
  135. UINT64 frameIdx = gTime().getFrameIdx();
  136. if(frameIdx != mLastFrameIdx)
  137. {
  138. gCoreThread().queueCommand(std::bind(&ct::HandleRenderer::clearQueued, renderer));
  139. clearMeshes();
  140. mLastFrameIdx = frameIdx;
  141. }
  142. mDrawHelper->buildMeshes(DrawHelper::SortType::BackToFront, camera->getPosition(), camera->getLayers());
  143. const Vector<DrawHelper::ShapeMeshData>& meshes = mDrawHelper->getMeshes();
  144. mActiveMeshes.push_back(meshes);
  145. Vector<ct::HandleRenderer::MeshData> proxyData;
  146. for (auto& meshData : meshes)
  147. {
  148. SPtr<ct::Texture> tex;
  149. if (meshData.texture.isLoaded())
  150. tex = meshData.texture->getCore();
  151. if (meshData.type == DrawHelper::MeshType::Solid)
  152. {
  153. proxyData.push_back(ct::HandleRenderer::MeshData(
  154. meshData.mesh->getCore(), tex, ct::HandleRenderer::MeshType::Solid));
  155. }
  156. else if (meshData.type == DrawHelper::MeshType::Line)
  157. {
  158. proxyData.push_back(ct::HandleRenderer::MeshData(
  159. meshData.mesh->getCore(), tex, ct::HandleRenderer::MeshType::Line));
  160. }
  161. else // Text
  162. {
  163. proxyData.push_back(ct::HandleRenderer::MeshData(
  164. meshData.mesh->getCore(), tex, ct::HandleRenderer::MeshType::Text));
  165. }
  166. }
  167. gCoreThread().queueCommand(std::bind(&ct::HandleRenderer::queueForDraw, renderer, camera->getCore(), proxyData));
  168. }
  169. void HandleDrawManager::clear()
  170. {
  171. mDrawHelper->clear();
  172. }
  173. void HandleDrawManager::clearMeshes()
  174. {
  175. for (auto entry : mActiveMeshes)
  176. mDrawHelper->clearMeshes(entry);
  177. mActiveMeshes.clear();
  178. }
  179. namespace ct
  180. {
  181. HandleParamBlockDef gHandleParamBlockDef;
  182. HandleRenderer::HandleRenderer()
  183. :RendererExtension(RenderLocation::PostLightPass, -20), mTypeCounters()
  184. { }
  185. void HandleRenderer::initialize(const Any& data)
  186. {
  187. const InitData& initData = any_cast_ref<InitData>(data);
  188. mMaterials[(UINT32)MeshType::Line] = initData.lineMat;
  189. mMaterials[(UINT32)MeshType::Solid] = initData.solidMat;
  190. mMaterials[(UINT32)MeshType::Text] = initData.textMat;
  191. mClearMaterial = initData.clearMat;
  192. mParamBuffer = gHandleParamBlockDef.createBuffer();
  193. }
  194. void HandleRenderer::destroy()
  195. {
  196. clearQueued();
  197. }
  198. void HandleRenderer::queueForDraw(const SPtr<Camera>& camera, Vector<MeshData>& meshes)
  199. {
  200. SPtr<Renderer> activeRenderer = RendererManager::instance().getActive();
  201. if (camera != nullptr)
  202. {
  203. for(auto& entry : meshes)
  204. {
  205. UINT32 typeIdx = (UINT32)entry.type;
  206. UINT32 paramsIdx = mTypeCounters[typeIdx];
  207. entry.paramIdx = paramsIdx;
  208. SPtr<GpuParamsSet> paramsSet;
  209. if (paramsIdx >= mParamSets[typeIdx].size())
  210. {
  211. paramsSet = mMaterials[typeIdx]->createParamsSet();
  212. paramsSet->setParamBlockBuffer("Uniforms", mParamBuffer, true);
  213. mParamSets[typeIdx].push_back(paramsSet);
  214. }
  215. else
  216. paramsSet = mParamSets[typeIdx][entry.paramIdx];
  217. if(entry.type == MeshType::Text)
  218. {
  219. GpuParamTexture texture;
  220. paramsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", texture);
  221. texture.set(entry.texture);
  222. }
  223. mTypeCounters[typeIdx]++;
  224. }
  225. mQueuedData.push_back({ camera, meshes });
  226. }
  227. }
  228. void HandleRenderer::clearQueued()
  229. {
  230. mQueuedData.clear();
  231. bs_zero_out(mTypeCounters);
  232. }
  233. bool HandleRenderer::check(const Camera& camera)
  234. {
  235. for(auto& entry : mQueuedData)
  236. {
  237. if (entry.camera.get() == &camera)
  238. return true;
  239. }
  240. return false;
  241. }
  242. void HandleRenderer::render(const Camera& camera)
  243. {
  244. THROW_IF_NOT_CORE_THREAD;
  245. for (auto& entry : mQueuedData)
  246. {
  247. if (entry.camera.get() != &camera)
  248. continue;
  249. const QueuedData& queueData = entry;
  250. const Vector<MeshData>& meshes = queueData.meshes;
  251. SPtr<RenderTarget> renderTarget = camera.getViewport()->getTarget();
  252. float width = (float)renderTarget->getProperties().width;
  253. float height = (float)renderTarget->getProperties().height;
  254. Rect2 normArea = camera.getViewport()->getNormArea();
  255. Rect2I screenArea;
  256. screenArea.x = (int)(normArea.x * width);
  257. screenArea.y = (int)(normArea.y * height);
  258. screenArea.width = (int)(normArea.width * width);
  259. screenArea.height = (int)(normArea.height * height);
  260. Matrix4 viewProjMat = camera.getProjectionMatrixRS() * camera.getViewMatrix();
  261. gHandleParamBlockDef.gMatViewProj.set(mParamBuffer, viewProjMat);
  262. gHandleParamBlockDef.gViewDir.set(mParamBuffer, (Vector4)camera.getForward());
  263. UINT32 currentType = -1;
  264. for (auto& meshData : meshes)
  265. {
  266. UINT32 typeIdx = (UINT32)meshData.type;
  267. if (currentType != typeIdx)
  268. {
  269. gRendererUtility().setPass(mMaterials[typeIdx]);
  270. currentType = typeIdx;
  271. }
  272. gRendererUtility().setPassParams(mParamSets[typeIdx][meshData.paramIdx]);
  273. gRendererUtility().draw(meshData.mesh, meshData.mesh->getProperties().getSubMesh(0));
  274. }
  275. // Set alpha of everything that was drawn to 1 so we can overlay this texture onto GUI using transparency
  276. gRendererUtility().setPass(mClearMaterial, 0);
  277. gRendererUtility().drawScreenQuad();
  278. }
  279. }
  280. }
  281. }