BsSelectionRenderer.cpp 3.9 KB

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  1. #include "BsSelectionRenderer.h"
  2. #include "BsMesh.h"
  3. #include "BsVertexDataDesc.h"
  4. #include "BsCCamera.h"
  5. #include "BsCoreThread.h"
  6. #include "BsBuiltinEditorResources.h"
  7. #include "BsMaterial.h"
  8. #include "BsGpuParams.h"
  9. #include "BsRenderAPI.h"
  10. #include "BsCoreRenderer.h"
  11. #include "BsRendererManager.h"
  12. #include "BsSelection.h"
  13. #include "BsSceneObject.h"
  14. #include "BsCRenderable.h"
  15. #include "BsRenderable.h"
  16. #include "BsSceneManager.h"
  17. #include "BsRendererUtility.h"
  18. using namespace std::placeholders;
  19. namespace BansheeEngine
  20. {
  21. SelectionRenderer::SelectionRenderer()
  22. :mCore(nullptr)
  23. {
  24. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  25. mCore.store(bs_new<SelectionRendererCore>(SelectionRendererCore::PrivatelyConstuct()), std::memory_order_release);
  26. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::initializeCore, this, selectionMat->getCore()));
  27. }
  28. SelectionRenderer::~SelectionRenderer()
  29. {
  30. gCoreAccessor().queueCommand(std::bind(&SelectionRenderer::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  31. }
  32. void SelectionRenderer::initializeCore(const SPtr<MaterialCore>& initData)
  33. {
  34. mCore.load(std::memory_order_acquire)->initialize(initData);
  35. }
  36. void SelectionRenderer::destroyCore(SelectionRendererCore* core)
  37. {
  38. bs_delete(core);
  39. }
  40. void SelectionRenderer::update(const CameraPtr& camera)
  41. {
  42. Vector<ObjectData> objects;
  43. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  44. const Map<Renderable*, SceneRenderableData>& renderables = SceneManager::instance().getAllRenderables();
  45. for (auto& renderable : renderables)
  46. {
  47. for (auto& so : sceneObjects)
  48. {
  49. if (renderable.second.sceneObject != so)
  50. continue;
  51. if (renderable.first->getMesh() != nullptr)
  52. {
  53. objects.push_back(ObjectData());
  54. ObjectData& newObjData = objects.back();
  55. newObjData.worldTfrm = so->getWorldTfrm();
  56. newObjData.mesh = renderable.first->getMesh()->getCore();
  57. }
  58. }
  59. }
  60. SelectionRendererCore* core = mCore.load(std::memory_order_relaxed);
  61. gCoreAccessor().queueCommand(std::bind(&SelectionRendererCore::updateData, core, camera->getCore(), objects));
  62. }
  63. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  64. SelectionRendererCore::SelectionRendererCore(const PrivatelyConstuct& dummy)
  65. {
  66. }
  67. SelectionRendererCore::~SelectionRendererCore()
  68. {
  69. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  70. if (mCamera != nullptr)
  71. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  72. }
  73. void SelectionRendererCore::initialize(const SPtr<MaterialCore>& mat)
  74. {
  75. THROW_IF_NOT_CORE_THREAD;
  76. mMaterial = mat;
  77. SPtr<GpuParamsCore> vertParams = mat->getPassParameters(0)->mVertParams;
  78. vertParams->getParam("matWorldViewProj", mMatWorldViewProj);
  79. SPtr<GpuParamsCore> fragParams = mat->getPassParameters(0)->mFragParams;
  80. fragParams->getParam("selColor", mColor);
  81. }
  82. void SelectionRendererCore::updateData(const SPtr<CameraCore>& camera, const Vector<SelectionRenderer::ObjectData>& objects)
  83. {
  84. if (mCamera != camera)
  85. {
  86. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  87. if (mCamera != nullptr)
  88. activeRenderer->_unregisterRenderCallback(mCamera.get(), 10);
  89. if (camera != nullptr)
  90. activeRenderer->_registerRenderCallback(camera.get(), 10, std::bind(&SelectionRendererCore::render, this));
  91. }
  92. mCamera = camera;
  93. mObjects = objects;
  94. }
  95. void SelectionRendererCore::render()
  96. {
  97. THROW_IF_NOT_CORE_THREAD;
  98. if (mCamera == nullptr)
  99. return;
  100. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  101. for (auto& objData : mObjects)
  102. {
  103. Matrix4 worldViewProjMat = viewProjMat * objData.worldTfrm;
  104. mMatWorldViewProj.set(worldViewProjMat);
  105. mColor.set(SELECTION_COLOR);
  106. gRendererUtility().setPass(mMaterial, 0);
  107. gRendererUtility().draw(objData.mesh, objData.mesh->getProperties().getSubMesh(0));
  108. }
  109. }
  110. }