BsHandleDrawManager.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353
  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/BsMesh.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 String& text, const HFont& font, UINT32 fontSize)
  123. {
  124. mDrawHelper->setTransform(mTransform);
  125. HFont myFont = font;
  126. if (myFont == nullptr)
  127. myFont = BuiltinEditorResources::instance().getDefaultAAFont();
  128. mDrawHelper->text(position, text, myFont, fontSize);
  129. }
  130. void HandleDrawManager::draw(const SPtr<Camera>& camera)
  131. {
  132. ct::HandleRenderer* renderer = mRenderer.get();
  133. // Clear meshes from previous frame
  134. UINT64 frameIdx = gTime().getFrameIdx();
  135. if(frameIdx != mLastFrameIdx)
  136. {
  137. gCoreThread().queueCommand(std::bind(&ct::HandleRenderer::clearQueued, renderer));
  138. clearMeshes();
  139. mLastFrameIdx = frameIdx;
  140. }
  141. const Transform& tfrm = camera->getTransform();
  142. const Vector<DrawHelper::ShapeMeshData>& meshes =
  143. mDrawHelper->buildMeshes(DrawHelper::SortType::BackToFront, camera.get(), camera->getLayers());
  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(), meshData.subMesh, 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(), meshData.subMesh, tex, ct::HandleRenderer::MeshType::Line));
  160. }
  161. else // Text
  162. {
  163. proxyData.push_back(ct::HandleRenderer::MeshData(
  164. meshData.mesh->getCore(), meshData.subMesh, 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. mActiveMeshes.clear();
  176. }
  177. namespace ct
  178. {
  179. HandleParamBlockDef gHandleParamBlockDef;
  180. HandleRenderer::HandleRenderer()
  181. :RendererExtension(RenderLocation::PostLightPass, -20), mTypeCounters()
  182. { }
  183. void HandleRenderer::initialize(const Any& data)
  184. {
  185. const InitData& initData = any_cast_ref<InitData>(data);
  186. mMaterials[(UINT32)MeshType::Line] = initData.lineMat;
  187. mMaterials[(UINT32)MeshType::Solid] = initData.solidMat;
  188. mMaterials[(UINT32)MeshType::Text] = initData.textMat;
  189. mClearMaterial = initData.clearMat;
  190. mMaterials[(UINT32)MeshType::Line]->getTechnique(0)->compile();
  191. mMaterials[(UINT32)MeshType::Solid]->getTechnique(0)->compile();
  192. mMaterials[(UINT32)MeshType::Text]->getTechnique(0)->compile();
  193. mClearMaterial->getTechnique(0)->compile();
  194. mParamBuffer = gHandleParamBlockDef.createBuffer();
  195. }
  196. void HandleRenderer::destroy()
  197. {
  198. clearQueued();
  199. }
  200. void HandleRenderer::queueForDraw(const SPtr<Camera>& camera, Vector<MeshData>& meshes)
  201. {
  202. SPtr<Renderer> activeRenderer = RendererManager::instance().getActive();
  203. if (camera != nullptr)
  204. {
  205. for(auto& entry : meshes)
  206. {
  207. UINT32 typeIdx = (UINT32)entry.type;
  208. UINT32 paramsIdx = mTypeCounters[typeIdx];
  209. entry.paramIdx = paramsIdx;
  210. SPtr<GpuParamsSet> paramsSet;
  211. if (paramsIdx >= mParamSets[typeIdx].size())
  212. {
  213. paramsSet = mMaterials[typeIdx]->createParamsSet();
  214. paramsSet->setParamBlockBuffer("Uniforms", mParamBuffer, true);
  215. mParamSets[typeIdx].push_back(paramsSet);
  216. }
  217. else
  218. paramsSet = mParamSets[typeIdx][entry.paramIdx];
  219. if(entry.type == MeshType::Text)
  220. {
  221. GpuParamTexture texture;
  222. paramsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMainTexture", texture);
  223. texture.set(entry.texture);
  224. }
  225. mTypeCounters[typeIdx]++;
  226. }
  227. mQueuedData.push_back({ camera, meshes });
  228. }
  229. }
  230. void HandleRenderer::clearQueued()
  231. {
  232. mQueuedData.clear();
  233. bs_zero_out(mTypeCounters);
  234. }
  235. bool HandleRenderer::check(const Camera& camera)
  236. {
  237. for(auto& entry : mQueuedData)
  238. {
  239. if (entry.camera.get() == &camera)
  240. return true;
  241. }
  242. return false;
  243. }
  244. void HandleRenderer::render(const Camera& camera)
  245. {
  246. THROW_IF_NOT_CORE_THREAD;
  247. for (auto& entry : mQueuedData)
  248. {
  249. if (entry.camera.get() != &camera)
  250. continue;
  251. const QueuedData& queueData = entry;
  252. const Vector<MeshData>& meshes = queueData.meshes;
  253. SPtr<RenderTarget> renderTarget = camera.getViewport()->getTarget();
  254. Matrix4 viewProjMat = camera.getProjectionMatrixRS() * camera.getViewMatrix();
  255. float invViewportWidth = 1.0f / (camera.getViewport()->getPixelArea().width * 0.5f);
  256. float invViewportHeight = 1.0f / (camera.getViewport()->getPixelArea().height * 0.5f);
  257. float viewportYFlip = (gCaps().conventions.ndcYAxis == Conventions::Axis::Down) ? -1.0f : 1.0f;
  258. gHandleParamBlockDef.gMatViewProj.set(mParamBuffer, viewProjMat);
  259. gHandleParamBlockDef.gViewDir.set(mParamBuffer, (Vector4)camera.getTransform().getForward());
  260. gHandleParamBlockDef.gInvViewportWidth.set(mParamBuffer, invViewportWidth);
  261. gHandleParamBlockDef.gInvViewportHeight.set(mParamBuffer, invViewportHeight);
  262. gHandleParamBlockDef.gViewportYFlip.set(mParamBuffer, viewportYFlip);
  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.subMesh);
  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. }