BsScenePicking.cpp 12 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->getProperties().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->getProperties().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. HTexture mainTexture;
  131. if (useAlphaShader)
  132. {
  133. const Map<String, SHADER_OBJECT_PARAM_DESC>& objectParams = originalMat->getShader()->_getObjectParams();
  134. for (auto& objectParam : objectParams)
  135. {
  136. if (objectParam.second.rendererSemantic == RPS_MainTex)
  137. {
  138. mainTexture = originalMat->getTexture(objectParam.first);
  139. break;
  140. }
  141. }
  142. }
  143. idxToRenderable[idx] = so;
  144. Matrix4 wvpTransform = viewProjMatrix * worldTransform;
  145. pickData.insert({ mesh->getCore(), idx, wvpTransform, useAlphaShader, cullMode, mainTexture });
  146. }
  147. }
  148. }
  149. }
  150. UINT32 firstGizmoIdx = (UINT32)pickData.size();
  151. SPtr<RenderTargetCore> target = cam->getViewport()->getTarget()->getCore();
  152. gCoreAccessor().queueCommand(std::bind(&ScenePicking::corePickingBegin, this, target,
  153. cam->getViewport()->getNormArea(), std::cref(pickData), position, area));
  154. GizmoManager::instance().renderForPicking(cam, [&](UINT32 inputIdx) { return encodeIndex(firstGizmoIdx + inputIdx); });
  155. AsyncOp op = gCoreAccessor().queueReturnCommand(std::bind(&ScenePicking::corePickingEnd, this, target,
  156. cam->getViewport()->getNormArea(), position, area, _1));
  157. gCoreAccessor().submitToCoreThread(true);
  158. assert(op.hasCompleted());
  159. Vector<UINT32>& selectedObjects = op.getReturnValue<Vector<UINT32>>();
  160. Vector<HSceneObject> results;
  161. for (auto& selectedObjectIdx : selectedObjects)
  162. {
  163. if (selectedObjectIdx < firstGizmoIdx)
  164. {
  165. auto iterFind = idxToRenderable.find(selectedObjectIdx);
  166. if (iterFind != idxToRenderable.end())
  167. results.push_back(iterFind->second);
  168. }
  169. else
  170. {
  171. UINT32 gizmoIdx = selectedObjectIdx - firstGizmoIdx;
  172. HSceneObject so = GizmoManager::instance().getSceneObject(gizmoIdx);
  173. if (so)
  174. results.push_back(so);
  175. }
  176. }
  177. return results;
  178. }
  179. void ScenePicking::corePickingBegin(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea,
  180. const RenderableSet& renderables, const Vector2I& position, const Vector2I& area)
  181. {
  182. RenderSystem& rs = RenderSystem::instance();
  183. rs.beginFrame();
  184. rs.setRenderTarget(target);
  185. rs.setViewport(viewportArea);
  186. rs.clearRenderTarget(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::White);
  187. rs.setScissorRect(position.x, position.y, position.x + area.x, position.y + area.y);
  188. Renderer::setPass(*mMaterialData[0].mMatPickingProxy, 0);
  189. bool activeMaterialIsAlpha = false;
  190. CullingMode activeMaterialCull = (CullingMode)0;
  191. for (auto& renderable : renderables)
  192. {
  193. if (activeMaterialIsAlpha != renderable.alpha || activeMaterialCull != renderable.cullMode)
  194. {
  195. activeMaterialIsAlpha = renderable.alpha;
  196. activeMaterialCull = renderable.cullMode;
  197. if (activeMaterialIsAlpha)
  198. Renderer::setPass(*mMaterialData[(UINT32)activeMaterialCull].mMatPickingAlphaProxy, 0);
  199. else
  200. Renderer::setPass(*mMaterialData[(UINT32)activeMaterialCull].mMatPickingProxy, 0);
  201. }
  202. Color color = encodeIndex(renderable.index);
  203. MaterialData& md = mMaterialData[(UINT32)activeMaterialCull];
  204. if (activeMaterialIsAlpha)
  205. {
  206. md.mParamPickingAlphaWVP.set(renderable.wvpTransform);
  207. md.mParamPickingAlphaColor.set(color);
  208. md.mParamPickingAlphaTexture.set(renderable.mainTexture);
  209. rs.bindGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingAlphaVertParams);
  210. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingAlphaFragParams);
  211. }
  212. else
  213. {
  214. md.mParamPickingWVP.set(renderable.wvpTransform);
  215. md.mParamPickingColor.set(color);
  216. rs.bindGpuParams(GPT_VERTEX_PROGRAM, md.mParamPickingVertParams);
  217. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, md.mParamPickingFragParams);
  218. }
  219. Renderer::draw(renderable.mesh, renderable.mesh->getProperties().getSubMesh(0));
  220. }
  221. }
  222. void ScenePicking::corePickingEnd(const SPtr<RenderTargetCore>& target, const Rect2& viewportArea, const Vector2I& position,
  223. const Vector2I& area, AsyncOp& asyncOp)
  224. {
  225. const RenderTargetProperties& rtProps = target->getProperties();
  226. if (rtProps.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. SPtr<RenderTextureCore> rtt = std::static_pointer_cast<RenderTextureCore>(target);
  232. TexturePtr outputTexture = rtt->getBindableColorTexture();
  233. if (position.x < 0 || position.x >= (INT32)outputTexture->getProperties().getWidth() ||
  234. position.y < 0 || position.y >= (INT32)outputTexture->getProperties().getHeight())
  235. {
  236. asyncOp._completeOperation(Vector<UINT32>());
  237. return;
  238. }
  239. PixelDataPtr outputPixelData = outputTexture->allocateSubresourceBuffer(0);
  240. AsyncOp unused;
  241. RenderSystem& rs = RenderSystem::instance();
  242. rs.endFrame();
  243. outputTexture->getCore()->readSubresource(0, *outputPixelData);
  244. Map<UINT32, UINT32> selectionScores;
  245. UINT32 numPixels = outputPixelData->getWidth() * outputPixelData->getHeight();
  246. UINT32 maxWidth = std::min((UINT32)(position.x + area.x), outputPixelData->getWidth());
  247. UINT32 maxHeight = std::min((UINT32)(position.y + area.y), outputPixelData->getHeight());
  248. if (rtProps.requiresTextureFlipping())
  249. {
  250. UINT32 vertOffset = outputPixelData->getHeight() - 1;
  251. for (UINT32 y = maxHeight; y > (UINT32)position.y; y--)
  252. {
  253. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  254. {
  255. Color color = outputPixelData->getColorAt(x, vertOffset - y);
  256. UINT32 index = decodeIndex(color);
  257. if (index == 0x00FFFFFF) // Nothing selected
  258. continue;
  259. auto iterFind = selectionScores.find(index);
  260. if (iterFind == selectionScores.end())
  261. selectionScores[index] = 1;
  262. else
  263. iterFind->second++;
  264. }
  265. }
  266. }
  267. else
  268. {
  269. for (UINT32 y = (UINT32)position.y; y < maxHeight; y++)
  270. {
  271. for (UINT32 x = (UINT32)position.x; x < maxWidth; x++)
  272. {
  273. Color color = outputPixelData->getColorAt(x, y);
  274. UINT32 index = decodeIndex(color);
  275. if (index == 0x00FFFFFF) // Nothing selected
  276. continue;
  277. auto iterFind = selectionScores.find(index);
  278. if (iterFind == selectionScores.end())
  279. selectionScores[index] = 1;
  280. else
  281. iterFind->second++;
  282. }
  283. }
  284. }
  285. // Sort by score
  286. struct SelectedObject { UINT32 index; UINT32 score; };
  287. Vector<SelectedObject> selectedObjects(selectionScores.size());
  288. UINT32 idx = 0;
  289. for (auto& selectionScore : selectionScores)
  290. {
  291. selectedObjects[idx++] = { selectionScore.first, selectionScore.second };
  292. }
  293. std::sort(selectedObjects.begin(), selectedObjects.end(),
  294. [&](const SelectedObject& a, const SelectedObject& b)
  295. {
  296. return b.score < a.score;
  297. });
  298. Vector<UINT32> results;
  299. for (auto& selectedObject : selectedObjects)
  300. results.push_back(selectedObject.index);
  301. asyncOp._completeOperation(results);
  302. }
  303. Color ScenePicking::encodeIndex(UINT32 index)
  304. {
  305. Color encoded;
  306. encoded.r = (index & 0xFF) / 255.0f;
  307. encoded.g = ((index >> 8) & 0xFF) / 255.0f;
  308. encoded.b = ((index >> 16) & 0xFF) / 255.0f;
  309. encoded.a = 1.0f;
  310. if (((index >> 24) & 0xFF))
  311. LOGERR("Index when picking out of valid range.");
  312. return encoded;
  313. }
  314. UINT32 ScenePicking::decodeIndex(Color color)
  315. {
  316. UINT32 r = Math::roundToInt(color.r * 255.0f);
  317. UINT32 g = Math::roundToInt(color.g * 255.0f);
  318. UINT32 b = Math::roundToInt(color.b * 255.0f);
  319. return (r & 0xFF) | ((g & 0xFF) << 8) | ((b & 0xFF) << 16);
  320. }
  321. }