BsScenePicking.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400
  1. #include "BsScenePicking.h"
  2. #include "BsSceneManager.h"
  3. #include "BsColor.h"
  4. #include "BsMatrix4.h"
  5. #include "BsDebug.h"
  6. #include "BsMath.h"
  7. #include "BsRenderable.h"
  8. #include "BsSceneObject.h"
  9. #include "BsMesh.h"
  10. #include "BsConvexVolume.h"
  11. #include "BsCamera.h"
  12. #include "BsCoreThread.h"
  13. #include "BsRenderSystem.h"
  14. #include "BsMaterial.h"
  15. #include "BsPass.h"
  16. #include "BsBlendState.h"
  17. #include "BsDepthStencilState.h"
  18. #include "BsRasterizerState.h"
  19. #include "BsRenderTarget.h"
  20. #include "BsPixelData.h"
  21. #include "BsGpuParams.h"
  22. #include "BsBuiltinEditorResources.h"
  23. #include "BsShader.h"
  24. #include "BsRenderer.h"
  25. #include "BsGizmoManager.h"
  26. using namespace std::placeholders;
  27. namespace BansheeEngine
  28. {
  29. const float ScenePicking::ALPHA_CUTOFF = 0.5f;
  30. ScenePicking::ScenePicking()
  31. {
  32. for (UINT32 i = 0; i < 3; i++)
  33. {
  34. mMaterialData[i].mMatPicking = BuiltinEditorResources::instance().createPicking((CullingMode)i);
  35. mMaterialData[i].mMatPickingAlpha = BuiltinEditorResources::instance().createPickingAlpha((CullingMode)i);
  36. mMaterialData[i].mMatPickingProxy = mMaterialData[i].mMatPicking->_createProxy();
  37. mMaterialData[i].mMatPickingAlphaProxy = mMaterialData[i].mMatPickingAlpha->_createProxy();
  38. }
  39. gCoreAccessor().queueCommand(std::bind(&ScenePicking::initializeCore, this));
  40. }
  41. void ScenePicking::initializeCore()
  42. {
  43. for (UINT32 i = 0; i < 3; i++)
  44. {
  45. MaterialData& md = mMaterialData[i];
  46. {
  47. // TODO - Make a better interface when dealing with parameters through proxies?
  48. MaterialProxyPtr proxy = md.mMatPickingProxy;
  49. md.mParamPickingVertParams = proxy->params[proxy->passes[0].vertexProgParamsIdx];
  50. md.mParamPickingVertParams->getParam("matWorldViewProj", md.mParamPickingWVP);
  51. md.mParamPickingFragParams = proxy->params[proxy->passes[0].fragmentProgParamsIdx];
  52. md.mParamPickingFragParams->getParam("colorIndex", md.mParamPickingColor);
  53. }
  54. {
  55. MaterialProxyPtr proxy = md.mMatPickingAlphaProxy;
  56. md.mParamPickingAlphaVertParams = proxy->params[proxy->passes[0].vertexProgParamsIdx];
  57. md.mParamPickingAlphaVertParams->getParam("matWorldViewProj", md.mParamPickingAlphaWVP);
  58. md.mParamPickingAlphaFragParams = proxy->params[proxy->passes[0].fragmentProgParamsIdx];
  59. md.mParamPickingAlphaFragParams->getParam("colorIndex", md.mParamPickingAlphaColor);
  60. md.mParamPickingAlphaFragParams->getTextureParam("mainTexture", md.mParamPickingAlphaTexture);
  61. GpuParamFloat alphaCutoffParam;
  62. md.mParamPickingAlphaFragParams->getParam("alphaCutoff", alphaCutoffParam);
  63. alphaCutoffParam.set(ALPHA_CUTOFF);
  64. }
  65. }
  66. }
  67. HSceneObject ScenePicking::pickClosestObject(const CameraHandlerPtr& cam, const Vector2I& position, const Vector2I& area)
  68. {
  69. Vector<HSceneObject> selectedObjects = pickObjects(cam, position, area);
  70. if (selectedObjects.size() == 0)
  71. return HSceneObject();
  72. return selectedObjects[0];
  73. }
  74. Vector<HSceneObject> ScenePicking::pickObjects(const CameraHandlerPtr& cam, const Vector2I& position, const Vector2I& area)
  75. {
  76. auto comparePickElement = [&] (const ScenePicking::RenderablePickData& a, const ScenePicking::RenderablePickData& b)
  77. {
  78. // Sort by alpha setting first, then by cull mode, then by index
  79. if (a.alpha == b.alpha)
  80. {
  81. if (a.cullMode == b.cullMode)
  82. return a.index > b.index;
  83. else
  84. return (UINT32)a.cullMode > (UINT32)b.cullMode;
  85. }
  86. else
  87. return (UINT32)a.alpha > (UINT32)b.alpha;
  88. };
  89. Matrix4 viewProjMatrix = cam->getProjectionMatrixRS() * cam->getViewMatrix();
  90. const Vector<SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  91. RenderableSet pickData(comparePickElement);
  92. Map<UINT32, HSceneObject> idxToRenderable;
  93. for (auto& renderableData : renderables)
  94. {
  95. RenderableHandlerPtr renderable = renderableData.renderable;
  96. HSceneObject so = renderableData.sceneObject;
  97. if (!so->getActive())
  98. continue;
  99. HMesh mesh = renderable->getMesh();
  100. if (!mesh)
  101. continue;
  102. Bounds worldBounds = mesh->getBounds();
  103. Matrix4 worldTransform = so->getWorldTfrm();
  104. worldBounds.transformAffine(worldTransform);
  105. // TODO - I could limit the frustum to the visible area we're rendering for a speed boost
  106. // but this is unlikely to be a performance bottleneck
  107. const ConvexVolume& frustum = cam->getWorldFrustum();
  108. if (frustum.intersects(worldBounds.getSphere()))
  109. {
  110. // More precise with the box
  111. if (frustum.intersects(worldBounds.getBox()))
  112. {
  113. for (UINT32 i = 0; i < mesh->getNumSubMeshes(); i++)
  114. {
  115. UINT32 idx = (UINT32)pickData.size();
  116. HMaterial originalMat = renderable->getMaterial(i);
  117. if (!originalMat)
  118. continue;
  119. PassPtr firstPass;
  120. if (originalMat->getNumPasses() == 0)
  121. continue;
  122. firstPass = originalMat->getPass(0); // Note: We only ever check the first pass, problem?
  123. bool useAlphaShader = firstPass->hasBlending();
  124. RasterizerStatePtr rasterizerState;
  125. if (firstPass->getRasterizerState() == nullptr)
  126. rasterizerState = RasterizerState::getDefault();
  127. else
  128. rasterizerState = firstPass->getRasterizerState().getInternalPtr();
  129. CullingMode cullMode = rasterizerState->getCullMode();
  130. MeshProxyPtr meshProxy;
  131. if (mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  132. meshProxy = mesh->_createProxy(i);
  133. else
  134. meshProxy = mesh->_getActiveProxy(i);
  135. HTexture mainTexture;
  136. if (useAlphaShader)
  137. {
  138. const Map<String, SHADER_OBJECT_PARAM_DESC>& objectParams = originalMat->getShader()->_getObjectParams();
  139. for (auto& objectParam : objectParams)
  140. {
  141. if (objectParam.second.rendererSemantic == RPS_MainTex)
  142. {
  143. mainTexture = originalMat->getTexture(objectParam.first);
  144. break;
  145. }
  146. }
  147. }
  148. idxToRenderable[idx] = so;
  149. Matrix4 wvpTransform = viewProjMatrix * worldTransform;
  150. pickData.insert({ meshProxy, idx, wvpTransform, useAlphaShader, cullMode, mainTexture });
  151. }
  152. }
  153. }
  154. }
  155. UINT32 firstGizmoIdx = (UINT32)pickData.size();
  156. Viewport vp = cam->getViewport()->clone();
  157. gCoreAccessor().queueCommand(std::bind(&ScenePicking::corePickingBegin, this, vp, std::cref(pickData), position, area));
  158. GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
  159. AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePicking::corePickingEnd, this, vp, position, area, _1));
  160. gCoreAccessor().submitToCoreThread(true);
  161. assert(op.hasCompleted());
  162. Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
  163. Vector<HSceneObject> results;
  164. for (auto& selectedObjectIdx : selectedObjects)
  165. {
  166. if (selectedObjectIdx < firstGizmoIdx)
  167. {
  168. auto iterFind = idxToRenderable.find(selectedObjectIdx);
  169. if (iterFind != idxToRenderable.end())
  170. results.push_back(iterFind->second);
  171. }
  172. else
  173. {
  174. UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
  175. HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
  176. if (so)
  177. results.push_back(so);
  178. }
  179. }
  180. return results;
  181. }
  182. void ScenePicking::corePickingBegin(const Viewport& viewport, const RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
  183. {
  184. RenderSystem& rs = RenderSystem::instance();
  185. rs.beginFrame();
  186. rs.setViewport(viewport);
  187. rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
  188. rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
  189. Renderer::setPass(*mMaterialData[0].mMatPickingProxy, 0);
  190. bool activeMaterialIsAlpha = false;
  191. CullingMode activeMaterialCull = (CullingMode)0;
  192. for (auto& renderable : renderables)
  193. {
  194. if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
  195. {
  196. activeMaterialIsAlpha = renderable.alpha;
  197. activeMaterialCull = renderable.cullMode;
  198. if (activeMaterialIsAlpha)
  199. Renderer::setPass(*mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaProxy, 0);
  200. else
  201. Renderer::setPass(*mMaterialData[(UINT32)activeMaterialCull].mMatPickingProxy, 0);
  202. }
  203. Color color = encodeIndex(renderable.index);
  204. MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
  205. if (activeMaterialIsAlpha)
  206. {
  207. md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
  208. md.mParamPickingAlphaColor.set(color);
  209. md.mParamPickingAlphaTexture.set(renderable.mainTexture);
  210. rs.bindGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
  211. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
  212. }
  213. else
  214. {
  215. md.mParamPickingWVP.set(renderable.wvpTransform);
  216. md.mParamPickingColor.set(color);
  217. rs.bindGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
  218. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
  219. }
  220. Renderer::draw(*renderable.mesh);
  221. }
  222. }
  223. void ScenePicking::corePickingEnd(const Viewport& vp, const Vector2I& position, const Vector2I& area, AsyncOp& asyncOp)
  224. {
  225. RenderTargetPtr rt = vp.getTarget();
  226. if (rt->getCore()->getProperties().isWindow())
  227. {
  228. // TODO: When I do implement this then I will likely want a method in RenderTarget that unifies both render window and render texture readback
  229. BS_EXCEPT(NotImplementedException, "Picking is not supported on render windows as framebuffer readback methods aren't implemented");
  230. }
  231. RenderTexturePtr rtt = std::static_pointer_cast<RenderTexture>(rt);
  232. TexturePtr outputTexture = rtt->getBindableColorTexture().getInternalPtr();
  233. if (position.x < 0 || position.x >= (INT32)outputTexture->getWidth() ||
  234. position.y < 0 || position.y >= (INT32)outputTexture->getHeight())
  235. {
  236. asyncOp._completeOperation(Vector<UINT32>());
  237. return;
  238. }
  239. PixelDataPtr outputPixelData = outputTexture->allocateSubresourceBuffer(0);
  240. GpuResourceDataPtr outputData = outputPixelData;
  241. AsyncOp unused;
  242. RenderSystem& rs = RenderSystem::instance();
  243. rs.endFrame();
  244. rs.readSubresource(outputTexture, 0, outputData, unused);
  245. Map<UINT32, UINT32> selectionScores;
  246. UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
  247. UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
  248. UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
  249. if (rt->requiresTextureFlipping())
  250. {
  251. UINT32 vertOffset = outputPixelData->getHeight() - 1;
  252. for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
  253. {
  254. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  255. {
  256. Color color = outputPixelData->getColorAt(x, vertOffset - y);
  257. UINT32 index = decodeIndex(color);
  258. if (index == 0x00FFFFFF) // Nothing selected
  259. continue;
  260. auto iterFind = selectionScores.find(index);
  261. if (iterFind == selectionScores.end())
  262. selectionScores[index] = 1;
  263. else
  264. iterFind->second++;
  265. }
  266. }
  267. }
  268. else
  269. {
  270. for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
  271. {
  272. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  273. {
  274. Color color = outputPixelData->getColorAt(x, y);
  275. UINT32 index = decodeIndex(color);
  276. if (index == 0x00FFFFFF) // Nothing selected
  277. continue;
  278. auto iterFind = selectionScores.find(index);
  279. if (iterFind == selectionScores.end())
  280. selectionScores[index] = 1;
  281. else
  282. iterFind->second++;
  283. }
  284. }
  285. }
  286. // Sort by score
  287. struct SelectedObject { UINT32 index; UINT32 score; };
  288. Vector<SelectedObject> selectedObjects(selectionScores.size());
  289. UINT32 idx = 0;
  290. for (auto& selectionScore : selectionScores)
  291. {
  292. selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
  293. }
  294. std::sort(selectedObjects.begin(), selectedObjects.end(),
  295. [&](const SelectedObject& a, const SelectedObject& b)
  296. {
  297. return b.score < a.score;
  298. });
  299. Vector<UINT32> results;
  300. for (auto& selectedObject : selectedObjects)
  301. results.push_back(selectedObject.index);
  302. asyncOp._completeOperation(results);
  303. }
  304. Color ScenePicking::encodeIndex(UINT32 index)
  305. {
  306. Color encoded;
  307. encoded.r = (index & 0xFF) / 255.0f;
  308. encoded.g = ((index >> 8) & 0xFF) / 255.0f;
  309. encoded.b = ((index >> 16) & 0xFF) / 255.0f;
  310. encoded.a = 1.0f;
  311. if (((index >> 24) & 0xFF))
  312. LOGERR("Index when picking out of valid range.");
  313. return encoded;
  314. }
  315. UINT32 ScenePicking::decodeIndex(Color color)
  316. {
  317. UINT32 r = Math::roundToInt(color.r * 255.0f);
  318. UINT32 g = Math::roundToInt(color.g * 255.0f);
  319. UINT32 b = Math::roundToInt(color.b * 255.0f);
  320. return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
  321. }
  322. }