BsSelectionRenderer.cpp 3.9 KB

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  1. #include "BsSelectionRenderer.h"
  2. #include "BsMesh.h"
  3. #include "BsVertexDataDesc.h"
  4. #include "BsCCamera.h"
  5. #include "BsCoreThread.h"
  6. #include "BsBuiltinEditorResources.h"
  7. #include "BsMaterial.h"
  8. #include "BsGpuParams.h"
  9. #include "BsRenderAPI.h"
  10. #include "BsCoreRenderer.h"
  11. #include "BsRendererManager.h"
  12. #include "BsSelection.h"
  13. #include "BsSceneObject.h"
  14. #include "BsCRenderable.h"
  15. #include "BsRenderable.h"
  16. #include "BsSceneManager.h"
  17. using namespace std::placeholders;
  18. namespace BansheeEngine
  19. {
  20. SelectionRenderer::SelectionRenderer()
  21. :mCore(nullptr)
  22. {
  23. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  24. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  25. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  26. }
  27. SelectionRenderer::~SelectionRenderer()
  28. {
  29. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  30. }
  31. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  32. {
  33. mCore.load(std::memory_order_acquire)->initialize(initData);
  34. }
  35. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  36. {
  37. bs_delete(core);
  38. }
  39. void SelectionRenderer::update(const CameraPtr& camera)
  40. {
  41. Vector<ObjectData> objects;
  42. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  43. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  44. for (auto& renderable : renderables)
  45. {
  46. for (auto& so : sceneObjects)
  47. {
  48. if (renderable.second.sceneObject != so)
  49. continue;
  50. if (renderable.first->getMesh() != nullptr)
  51. {
  52. objects.push_back(ObjectData());
  53. ObjectData& newObjData = objects.back();
  54. newObjData.worldTfrm = so->getWorldTfrm();
  55. newObjData.mesh = renderable.first->getMesh()->getCore();
  56. }
  57. }
  58. }
  59. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  60. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  61. }
  62. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  63. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  64. {
  65. }
  66. SelectionRendererCore::~SelectionRendererCore()
  67. {
  68. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  69. if (mCamera != nullptr)
  70. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  71. }
  72. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  73. {
  74. THROW_IF_NOT_CORE_THREAD;
  75. mMaterial = mat;
  76. SPtr<GpuParamsCore> vertParams = mat->getPassParameters(0)->mVertParams;
  77. vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
  78. SPtr<GpuParamsCore> fragParams = mat->getPassParameters(0)->mFragParams;
  79. fragParams->getParam("selColor", mColor);
  80. }
  81. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
  82. {
  83. if (mCamera != camera)
  84. {
  85. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  86. if (mCamera != nullptr)
  87. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  88. if (camera != nullptr)
  89. activeRenderer->_registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  90. }
  91. mCamera = camera;
  92. mObjects = objects;
  93. }
  94. void SelectionRendererCore::render()
  95. {
  96. THROW_IF_NOT_CORE_THREAD;
  97. if (mCamera == nullptr)
  98. return;
  99. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  100. for (auto& objData : mObjects)
  101. {
  102. Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
  103. mMatWorldViewProj.set(worldViewProjMat);
  104. mColor.set(SELECTION_COLOR);
  105. CoreRenderer::setPass(mMaterial, 0);
  106. CoreRenderer::draw(objData.mesh, objData.mesh->getProperties().getSubMesh(0));
  107. }
  108. }
  109. }