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 "BsCRenderable.h"
  8. #include "BsSceneObject.h"
  9. #include "BsMesh.h"
  10. #include "BsConvexVolume.h"
  11. #include "BsCCamera.h"
  12. #include "BsCoreThread.h"
  13. #include "BsRenderAPI.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 "BsCoreRenderer.h"
  25. #include "BsGizmoManager.h"
  26. using namespace std::placeholders;
  27. namespace BansheeEngine
  28. {
  29. const float ScenePickingCore::ALPHA_CUTOFF = 0.5f;
  30. ScenePicking::ScenePicking()
  31. {
  32. mCore = bs_new<ScenePickingCore>();
  33. for (UINT32 i = 0; i < 3; i++)
  34. {
  35. HMaterial matPicking = BuiltinEditorResources::instance().createPicking((CullingMode)i);
  36. HMaterial matPickingAlpha = BuiltinEditorResources::instance().createPickingAlpha((CullingMode)i);
  37. mCore->mMaterialData[i].mMatPickingCore = matPicking->getCore();
  38. mCore->mMaterialData[i].mMatPickingAlphaCore = matPickingAlpha->getCore();
  39. }
  40. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::initialize, mCore));
  41. }
  42. ScenePicking::~ScenePicking()
  43. {
  44. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::destroy, mCore));
  45. }
  46. HSceneObject ScenePicking::pickClosestObject(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
  47. {
  48. Vector<HSceneObject> selectedObjects = pickObjects(cam, position, area);
  49. if (selectedObjects.size() == 0)
  50. return HSceneObject();
  51. return selectedObjects[0];
  52. }
  53. Vector<HSceneObject> ScenePicking::pickObjects(const CameraPtr& cam, const Vector2I& position, const Vector2I& area)
  54. {
  55. auto comparePickElement = [&] (const ScenePicking::RenderablePickData& a, const ScenePicking::RenderablePickData& b)
  56. {
  57. // Sort by alpha setting first, then by cull mode, then by index
  58. if (a.alpha == b.alpha)
  59. {
  60. if (a.cullMode == b.cullMode)
  61. return a.index > b.index;
  62. else
  63. return (UINT32)a.cullMode > (UINT32)b.cullMode;
  64. }
  65. else
  66. return (UINT32)a.alpha > (UINT32)b.alpha;
  67. };
  68. Matrix4 viewProjMatrix = cam->getProjectionMatrixRS() * cam->getViewMatrix();
  69. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  70. RenderableSet pickData(comparePickElement);
  71. Map<UINT32, HSceneObject> idxToRenderable;
  72. for (auto& renderableData : renderables)
  73. {
  74. RenderablePtr renderable = renderableData.second.renderable;
  75. HSceneObject so = renderableData.second.sceneObject;
  76. if (!so->getActive())
  77. continue;
  78. HMesh mesh = renderable->getMesh();
  79. if (!mesh)
  80. continue;
  81. Bounds worldBounds = mesh->getProperties().getBounds();
  82. Matrix4 worldTransform = so->getWorldTfrm();
  83. worldBounds.transformAffine(worldTransform);
  84. // TODO - I could limit the frustum to the visible area we're rendering for a speed boost
  85. // but this is unlikely to be a performance bottleneck
  86. const ConvexVolume& frustum = cam->getWorldFrustum();
  87. if (frustum.intersects(worldBounds.getSphere()))
  88. {
  89. // More precise with the box
  90. if (frustum.intersects(worldBounds.getBox()))
  91. {
  92. for (UINT32 i = 0; i < mesh->getProperties().getNumSubMeshes(); i++)
  93. {
  94. UINT32 idx = (UINT32)pickData.size();
  95. bool useAlphaShader = false;
  96. RasterizerStatePtr rasterizerState;
  97. HMaterial originalMat = renderable->getMaterial(i);
  98. if (originalMat != nullptr && originalMat->getNumPasses() > 0)
  99. {
  100. PassPtr firstPass = originalMat->getPass(0); // Note: We only ever check the first pass, problem?
  101. useAlphaShader = firstPass->hasBlending();
  102. if (firstPass->getRasterizerState() == nullptr)
  103. rasterizerState = RasterizerState::getDefault();
  104. else
  105. rasterizerState = firstPass->getRasterizerState();
  106. }
  107. else
  108. rasterizerState = RasterizerState::getDefault();
  109. CullingMode cullMode = rasterizerState->getProperties().getCullMode();
  110. HTexture mainTexture;
  111. if (useAlphaShader)
  112. {
  113. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = originalMat->getShader()->getTextureParams();
  114. for (auto& objectParam : textureParams)
  115. {
  116. if (objectParam.second.rendererSemantic == RPS_Diffuse)
  117. {
  118. mainTexture = originalMat->getTexture(objectParam.first);
  119. break;
  120. }
  121. }
  122. }
  123. idxToRenderable[idx] = so;
  124. Matrix4 wvpTransform = viewProjMatrix * worldTransform;
  125. pickData.insert({ mesh->getCore(), idx, wvpTransform, useAlphaShader, cullMode, mainTexture });
  126. }
  127. }
  128. }
  129. }
  130. UINT32 firstGizmoIdx = (UINT32)pickData.size();
  131. SPtr<RenderTargetCore> target = cam->getViewport()->getTarget()->getCore();
  132. gCoreAccessor().queueCommand(std::bind(&ScenePickingCore::corePickingBegin, mCore, target,
  133. cam->getViewport()->getNormArea(), std::cref(pickData), position, area));
  134. GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
  135. AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePickingCore::corePickingEnd, mCore, target,
  136. cam->getViewport()->getNormArea(), position, area, _1));
  137. gCoreAccessor().submitToCoreThread(true);
  138. assert(op.hasCompleted());
  139. Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
  140. Vector<HSceneObject> results;
  141. for (auto& selectedObjectIdx : selectedObjects)
  142. {
  143. if (selectedObjectIdx < firstGizmoIdx)
  144. {
  145. auto iterFind = idxToRenderable.find(selectedObjectIdx);
  146. if (iterFind != idxToRenderable.end())
  147. results.push_back(iterFind->second);
  148. }
  149. else
  150. {
  151. UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
  152. HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
  153. if (so)
  154. results.push_back(so);
  155. }
  156. }
  157. return results;
  158. }
  159. Color ScenePicking::encodeIndex(UINT32 index)
  160. {
  161. Color encoded;
  162. encoded.r = (index & 0xFF) / 255.0f;
  163. encoded.g = ((index >> 8) & 0xFF) / 255.0f;
  164. encoded.b = ((index >> 16) & 0xFF) / 255.0f;
  165. encoded.a = 1.0f;
  166. if (((index >> 24) & 0xFF))
  167. LOGERR("Index when picking out of valid range.");
  168. return encoded;
  169. }
  170. UINT32 ScenePicking::decodeIndex(Color color)
  171. {
  172. UINT32 r = Math::roundToInt(color.r * 255.0f);
  173. UINT32 g = Math::roundToInt(color.g * 255.0f);
  174. UINT32 b = Math::roundToInt(color.b * 255.0f);
  175. return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
  176. }
  177. void ScenePickingCore::initialize()
  178. {
  179. for (UINT32 i = 0; i < 3; i++)
  180. {
  181. MaterialData& md = mMaterialData[i];
  182. {
  183. SPtr<PassParametersCore> passParams = md.mMatPickingCore->getPassParameters(0);
  184. md.mParamPickingVertParams = passParams->mVertParams;
  185. md.mParamPickingVertParams->getParam("matWorldViewProj", md.mParamPickingWVP);
  186. md.mParamPickingFragParams = passParams->mFragParams;
  187. md.mParamPickingFragParams->getParam("colorIndex", md.mParamPickingColor);
  188. }
  189. {
  190. SPtr<PassParametersCore> passParams = md.mMatPickingAlphaCore->getPassParameters(0);
  191. md.mParamPickingAlphaVertParams = passParams->mVertParams;
  192. md.mParamPickingAlphaVertParams->getParam("matWorldViewProj", md.mParamPickingAlphaWVP);
  193. md.mParamPickingAlphaFragParams = passParams->mFragParams;
  194. md.mParamPickingAlphaFragParams->getParam("colorIndex", md.mParamPickingAlphaColor);
  195. md.mParamPickingAlphaFragParams->getTextureParam("mainTexture", md.mParamPickingAlphaTexture);
  196. GpuParamFloatCore alphaCutoffParam;
  197. md.mParamPickingAlphaFragParams->getParam("alphaCutoff", alphaCutoffParam);
  198. alphaCutoffParam.set(ALPHA_CUTOFF);
  199. }
  200. }
  201. }
  202. void ScenePickingCore::destroy()
  203. {
  204. bs_delete(this);
  205. }
  206. void ScenePickingCore::corePickingBegin(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea,
  207. const ScenePicking::RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
  208. {
  209. RenderAPICore& rs = RenderAPICore::instance();
  210. rs.beginFrame();
  211. rs.setRenderTarget(target);
  212. rs.setViewport(viewportArea);
  213. rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
  214. rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
  215. CoreRenderer::setPass(mMaterialData[0].mMatPickingCore, 0);
  216. bool activeMaterialIsAlpha = false;
  217. CullingMode activeMaterialCull = (CullingMode)0;
  218. for (auto& renderable : renderables)
  219. {
  220. if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
  221. {
  222. activeMaterialIsAlpha = renderable.alpha;
  223. activeMaterialCull = renderable.cullMode;
  224. if (activeMaterialIsAlpha)
  225. CoreRenderer::setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaCore, 0);
  226. else
  227. CoreRenderer::setPass(mMaterialData[(UINT32)activeMaterialCull].mMatPickingCore, 0);
  228. }
  229. Color color = ScenePicking::encodeIndex(renderable.index);
  230. MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
  231. if (activeMaterialIsAlpha)
  232. {
  233. md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
  234. md.mParamPickingAlphaColor.set(color);
  235. md.mParamPickingAlphaTexture.set(renderable.mainTexture->getCore());
  236. rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
  237. rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
  238. }
  239. else
  240. {
  241. md.mParamPickingWVP.set(renderable.wvpTransform);
  242. md.mParamPickingColor.set(color);
  243. rs.setGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
  244. rs.setGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
  245. }
  246. CoreRenderer::draw(renderable.mesh, renderable.mesh->getProperties().getSubMesh(0));
  247. }
  248. }
  249. void ScenePickingCore::corePickingEnd(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea, const Vector2I& position,
  250. const Vector2I& area, AsyncOp& asyncOp)
  251. {
  252. const RenderTargetProperties& rtProps = target->getProperties();
  253. if (rtProps.isWindow())
  254. {
  255. // TODO: When I do implement this then I will likely want a method in RenderTarget that unifies both render window and render texture readback
  256. BS_EXCEPT(NotImplementedException, "Picking is not supported on render windows as framebuffer readback methods aren't implemented");
  257. }
  258. SPtr<RenderTextureCore> rtt = std::static_pointer_cast<RenderTextureCore>(target);
  259. SPtr<TextureCore> outputTexture = rtt->getBindableColorTexture();
  260. if (position.x < 0 || position.x >= (INT32)outputTexture->getProperties().getWidth() ||
  261. position.y < 0 || position.y >= (INT32)outputTexture->getProperties().getHeight())
  262. {
  263. asyncOp._completeOperation(Vector<UINT32>());
  264. return;
  265. }
  266. PixelDataPtr outputPixelData = outputTexture->getProperties().allocateSubresourceBuffer(0);
  267. AsyncOp unused;
  268. RenderAPICore& rs = RenderAPICore::instance();
  269. rs.endFrame();
  270. outputTexture->readSubresource(0, *outputPixelData);
  271. Map<UINT32, UINT32> selectionScores;
  272. UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
  273. UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
  274. UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
  275. if (rtProps.requiresTextureFlipping())
  276. {
  277. UINT32 vertOffset = outputPixelData->getHeight() - 1;
  278. for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
  279. {
  280. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  281. {
  282. Color color = outputPixelData->getColorAt(x, vertOffset - y);
  283. UINT32 index = ScenePicking::decodeIndex(color);
  284. if (index == 0x00FFFFFF) // Nothing selected
  285. continue;
  286. auto iterFind = selectionScores.find(index);
  287. if (iterFind == selectionScores.end())
  288. selectionScores[index] = 1;
  289. else
  290. iterFind->second++;
  291. }
  292. }
  293. }
  294. else
  295. {
  296. for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
  297. {
  298. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  299. {
  300. Color color = outputPixelData->getColorAt(x, y);
  301. UINT32 index = ScenePicking::decodeIndex(color);
  302. if (index == 0x00FFFFFF) // Nothing selected
  303. continue;
  304. auto iterFind = selectionScores.find(index);
  305. if (iterFind == selectionScores.end())
  306. selectionScores[index] = 1;
  307. else
  308. iterFind->second++;
  309. }
  310. }
  311. }
  312. // Sort by score
  313. struct SelectedObject { UINT32 index; UINT32 score; };
  314. Vector<SelectedObject> selectedObjects(selectionScores.size());
  315. UINT32 idx = 0;
  316. for (auto& selectionScore : selectionScores)
  317. {
  318. selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
  319. }
  320. std::sort(selectedObjects.begin(), selectedObjects.end(),
  321. [&](const SelectedObject& a, const SelectedObject& b)
  322. {
  323. return b.score < a.score;
  324. });
  325. Vector<UINT32> results;
  326. for (auto& selectedObject : selectedObjects)
  327. results.push_back(selectedObject.index);
  328. asyncOp._completeOperation(results);
  329. }
  330. }