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- #include "BsSelectionRenderer.h"
- #include "BsMesh.h"
- #include "BsVertexDataDesc.h"
- #include "BsCCamera.h"
- #include "BsCoreThread.h"
- #include "BsBuiltinEditorResources.h"
- #include "BsMaterial.h"
- #include "BsGpuParams.h"
- #include "BsRenderAPI.h"
- #include "BsCoreRenderer.h"
- #include "BsRendererManager.h"
- #include "BsSelection.h"
- #include "BsSceneObject.h"
- #include "BsCRenderable.h"
- #include "BsRenderable.h"
- #include "BsSceneManager.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- SelectionRenderer::SelectionRenderer()
- :mCore(nullptr)
- {
- HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
-
- mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
- gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
- }
- SelectionRenderer::~SelectionRenderer()
- {
- gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
- }
- void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
- {
- mCore.load(std::memory_order_acquire)->initialize(initData);
- }
- void SelectionRenderer::destroyCore(SelectionRendererCore* core)
- {
- bs_delete(core);
- }
- void SelectionRenderer::update(const CameraPtr& camera)
- {
- Vector<ObjectData> objects;
- const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
- const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
- for (auto& renderable : renderables)
- {
- for (auto& so : sceneObjects)
- {
- if (renderable.second.sceneObject != so)
- continue;
- if (renderable.first->getMesh() != nullptr)
- {
- objects.push_back(ObjectData());
- ObjectData& newObjData = objects.back();
- newObjData.worldTfrm = so->getWorldTfrm();
- newObjData.mesh = renderable.first->getMesh()->getCore();
- }
- }
- }
- SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
- gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
- }
- const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
- SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
- {
- }
- SelectionRendererCore::~SelectionRendererCore()
- {
- CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
- if (mCamera != nullptr)
- activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
- }
- void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
- {
- THROW_IF_NOT_CORE_THREAD;
- mMaterial = mat;
- SPtr<GpuParamsCore> vertParams = mat->getPassParameters(0)->mVertParams;
- vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
- SPtr<GpuParamsCore> fragParams = mat->getPassParameters(0)->mFragParams;
- fragParams->getParam("selColor", mColor);
- }
- void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
- {
- if (mCamera != camera)
- {
- CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
- if (mCamera != nullptr)
- activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
- if (camera != nullptr)
- activeRenderer->_registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
- }
- mCamera = camera;
- mObjects = objects;
- }
- void SelectionRendererCore::render()
- {
- THROW_IF_NOT_CORE_THREAD;
- if (mCamera == nullptr)
- return;
- Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
- for (auto& objData : mObjects)
- {
- Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
- mMatWorldViewProj.set(worldViewProjMat);
- mColor.set(SELECTION_COLOR);
- CoreRenderer::setPass(mMaterial, 0);
- CoreRenderer::draw(objData.mesh, objData.mesh->getProperties().getSubMesh(0));
- }
- }
- }
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