BsScenePicking.cpp 13 KB

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  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. SPtr<RenderTargetCore> target = cam->getViewport()->getTarget()->getCore();
  157. gCoreAccessor().queueCommand(std::bind(&ScenePicking::corePickingBegin, this, target,
  158. cam->getViewport()->getNormArea(), std::cref(pickData), position, area));
  159. GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
  160. AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePicking::corePickingEnd, this, target,
  161. cam->getViewport()->getNormArea(), position, area, _1));
  162. gCoreAccessor().submitToCoreThread(true);
  163. assert(op.hasCompleted());
  164. Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
  165. Vector<HSceneObject> results;
  166. for (auto& selectedObjectIdx : selectedObjects)
  167. {
  168. if (selectedObjectIdx < firstGizmoIdx)
  169. {
  170. auto iterFind = idxToRenderable.find(selectedObjectIdx);
  171. if (iterFind != idxToRenderable.end())
  172. results.push_back(iterFind->second);
  173. }
  174. else
  175. {
  176. UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
  177. HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
  178. if (so)
  179. results.push_back(so);
  180. }
  181. }
  182. return results;
  183. }
  184. void ScenePicking::corePickingBegin(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea,
  185. const RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
  186. {
  187. RenderSystem& rs = RenderSystem::instance();
  188. rs.beginFrame();
  189. rs.setRenderTarget(target);
  190. rs.setViewport(viewportArea);
  191. rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
  192. rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
  193. Renderer::setPass(*mMaterialData[0].mMatPickingProxy, 0);
  194. bool activeMaterialIsAlpha = false;
  195. CullingMode activeMaterialCull = (CullingMode)0;
  196. for (auto& renderable : renderables)
  197. {
  198. if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
  199. {
  200. activeMaterialIsAlpha = renderable.alpha;
  201. activeMaterialCull = renderable.cullMode;
  202. if (activeMaterialIsAlpha)
  203. Renderer::setPass(*mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaProxy, 0);
  204. else
  205. Renderer::setPass(*mMaterialData[(UINT32)activeMaterialCull].mMatPickingProxy, 0);
  206. }
  207. Color color = encodeIndex(renderable.index);
  208. MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
  209. if (activeMaterialIsAlpha)
  210. {
  211. md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
  212. md.mParamPickingAlphaColor.set(color);
  213. md.mParamPickingAlphaTexture.set(renderable.mainTexture);
  214. rs.bindGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
  215. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
  216. }
  217. else
  218. {
  219. md.mParamPickingWVP.set(renderable.wvpTransform);
  220. md.mParamPickingColor.set(color);
  221. rs.bindGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
  222. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
  223. }
  224. Renderer::draw(*renderable.mesh);
  225. }
  226. }
  227. void ScenePicking::corePickingEnd(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea, const Vector2I& position,
  228. const Vector2I& area, AsyncOp& asyncOp)
  229. {
  230. const RenderTargetProperties& rtProps = target->getProperties();
  231. if (rtProps.isWindow())
  232. {
  233. // TODO: When I do implement this then I will likely want a method in RenderTarget that unifies both render window and render texture readback
  234. BS_EXCEPT(NotImplementedException, "Picking is not supported on render windows as framebuffer readback methods aren't implemented");
  235. }
  236. SPtr<RenderTextureCore> rtt = std::static_pointer_cast<RenderTextureCore>(target);
  237. TexturePtr outputTexture = rtt->getBindableColorTexture();
  238. if (position.x < 0 || position.x >= (INT32)outputTexture->getWidth() ||
  239. position.y < 0 || position.y >= (INT32)outputTexture->getHeight())
  240. {
  241. asyncOp._completeOperation(Vector<UINT32>());
  242. return;
  243. }
  244. PixelDataPtr outputPixelData = outputTexture->allocateSubresourceBuffer(0);
  245. GpuResourceDataPtr outputData = outputPixelData;
  246. AsyncOp unused;
  247. RenderSystem& rs = RenderSystem::instance();
  248. rs.endFrame();
  249. rs.readSubresource(outputTexture, 0, outputData, unused);
  250. Map<UINT32, UINT32> selectionScores;
  251. UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
  252. UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
  253. UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
  254. if (rtProps.requiresTextureFlipping())
  255. {
  256. UINT32 vertOffset = outputPixelData->getHeight() - 1;
  257. for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
  258. {
  259. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  260. {
  261. Color color = outputPixelData->getColorAt(x, vertOffset - y);
  262. UINT32 index = decodeIndex(color);
  263. if (index == 0x00FFFFFF) // Nothing selected
  264. continue;
  265. auto iterFind = selectionScores.find(index);
  266. if (iterFind == selectionScores.end())
  267. selectionScores[index] = 1;
  268. else
  269. iterFind->second++;
  270. }
  271. }
  272. }
  273. else
  274. {
  275. for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
  276. {
  277. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  278. {
  279. Color color = outputPixelData->getColorAt(x, y);
  280. UINT32 index = decodeIndex(color);
  281. if (index == 0x00FFFFFF) // Nothing selected
  282. continue;
  283. auto iterFind = selectionScores.find(index);
  284. if (iterFind == selectionScores.end())
  285. selectionScores[index] = 1;
  286. else
  287. iterFind->second++;
  288. }
  289. }
  290. }
  291. // Sort by score
  292. struct SelectedObject { UINT32 index; UINT32 score; };
  293. Vector<SelectedObject> selectedObjects(selectionScores.size());
  294. UINT32 idx = 0;
  295. for (auto& selectionScore : selectionScores)
  296. {
  297. selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
  298. }
  299. std::sort(selectedObjects.begin(), selectedObjects.end(),
  300. [&](const SelectedObject& a, const SelectedObject& b)
  301. {
  302. return b.score < a.score;
  303. });
  304. Vector<UINT32> results;
  305. for (auto& selectedObject : selectedObjects)
  306. results.push_back(selectedObject.index);
  307. asyncOp._completeOperation(results);
  308. }
  309. Color ScenePicking::encodeIndex(UINT32 index)
  310. {
  311. Color encoded;
  312. encoded.r = (index & 0xFF) / 255.0f;
  313. encoded.g = ((index >> 8) & 0xFF) / 255.0f;
  314. encoded.b = ((index >> 16) & 0xFF) / 255.0f;
  315. encoded.a = 1.0f;
  316. if (((index >> 24) & 0xFF))
  317. LOGERR("Index when picking out of valid range.");
  318. return encoded;
  319. }
  320. UINT32 ScenePicking::decodeIndex(Color color)
  321. {
  322. UINT32 r = Math::roundToInt(color.r * 255.0f);
  323. UINT32 g = Math::roundToInt(color.g * 255.0f);
  324. UINT32 b = Math::roundToInt(color.b * 255.0f);
  325. return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
  326. }
  327. }