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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "Scene/BsSelectionRenderer.h"
- #include "Mesh/BsMesh.h"
- #include "RenderAPI/BsVertexDataDesc.h"
- #include "Components/BsCCamera.h"
- #include "CoreThread/BsCoreThread.h"
- #include "Utility/BsBuiltinEditorResources.h"
- #include "Material/BsMaterial.h"
- #include "RenderAPI/BsGpuParams.h"
- #include "Material/BsGpuParamsSet.h"
- #include "RenderAPI/BsRenderAPI.h"
- #include "Renderer/BsRenderer.h"
- #include "Scene/BsSelection.h"
- #include "Scene/BsSceneObject.h"
- #include "Components/BsCRenderable.h"
- #include "Renderer/BsRenderable.h"
- #include "Scene/BsSceneManager.h"
- #include "Renderer/BsRendererUtility.h"
- #include "RenderAPI/BsGpuBuffer.h"
- using namespace std::placeholders;
- namespace bs
- {
- SelectionRenderer::SelectionRenderer()
- {
- HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
-
- mRenderer = RendererExtension::create<ct::SelectionRendererCore>(selectionMat->getCore());
- }
- SelectionRenderer::~SelectionRenderer()
- { }
- void SelectionRenderer::update(const SPtr<Camera>& camera)
- {
- Vector<SPtr<ct::Renderable>> objects;
- const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
- Vector<HRenderable> renderables = gSceneManager().findComponents<CRenderable>(true);
- for (auto& renderable : renderables)
- {
- HSceneObject renderableSO = renderable->SO();
- for (auto& so : sceneObjects)
- {
- if (renderableSO != so)
- continue;
- if (renderable->getMesh().isLoaded())
- objects.push_back(renderable->_getInternal()->getCore());
- }
- }
- ct::SelectionRendererCore* renderer = mRenderer.get();
- gCoreThread().queueCommand(std::bind(&ct::SelectionRendererCore::updateData, renderer, camera->getCore(), objects));
- }
- namespace ct
- {
- const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
- SelectionRendererCore::SelectionRendererCore()
- :RendererExtension(RenderLocation::PostLightPass, -10)
- {
- }
- void SelectionRendererCore::initialize(const Any& data)
- {
- THROW_IF_NOT_CORE_THREAD;
-
- constexpr int numTechniques = sizeof(mTechniqueIndices) / sizeof(mTechniqueIndices[0]);
- static_assert(numTechniques == (int)RenderableAnimType::Count, "Number of techniques doesn't match the number of possible animation types.");
- static const StringID RTag_Skinned = "Skinned";
- static const StringID RTag_Morph = "Morph";
- static const StringID RTag_SkinnedMorph = "SkinnedMorph";
-
- FIND_TECHNIQUE_DESC findSkinned;
- findSkinned.addTag(RTag_Skinned);
- FIND_TECHNIQUE_DESC findMorph;
- findMorph.addTag(RTag_Morph);
- FIND_TECHNIQUE_DESC findSkinnedMorph;
- findSkinnedMorph.addTag(RTag_SkinnedMorph);
- SPtr<Material> mat = any_cast<SPtr<Material>>(data);
- for(UINT32 i = 0; i < numTechniques; i++)
- {
- RenderableAnimType animType = (RenderableAnimType)i;
- switch (animType)
- {
- case RenderableAnimType::Skinned:
- mTechniqueIndices[i] = mat->findTechnique(findSkinned);
- break;
- case RenderableAnimType::Morph:
- mTechniqueIndices[i] = mat->findTechnique(findMorph);
- break;
- case RenderableAnimType::SkinnedMorph:
- mTechniqueIndices[i] = mat->findTechnique(findSkinnedMorph);
- break;
- default:
- mTechniqueIndices[i] = mat->getDefaultTechnique();
- break;
- }
- }
- mMaterial = mat;
- for(UINT32 i = 0; i < 4 ; i++)
- {
- mat->getTechnique(mTechniqueIndices[i])->compile();
- mParams[i] = mat->createParamsSet(mTechniqueIndices[i]);
- SPtr<GpuParams> params = mParams[i]->getGpuParams();
- params->getParam(GPT_VERTEX_PROGRAM, "matWorldViewProj", mMatWorldViewProj[i]);
- RenderableAnimType animType = (RenderableAnimType)i;
- if(animType == RenderableAnimType::Skinned || animType == RenderableAnimType::SkinnedMorph)
- params->getBufferParam(GPT_VERTEX_PROGRAM, "boneMatrices", mBoneMatrices[i]);
- params->getParam(GPT_FRAGMENT_PROGRAM, "selColor", mColor[i]);
- }
- }
- void SelectionRendererCore::updateData(const SPtr<Camera>& camera, const Vector<SPtr<Renderable>>& objects)
- {
- mCamera = camera;
- mObjects = objects;
- }
- RendererExtensionRequest SelectionRendererCore::check(const Camera& camera)
- {
- return mCamera.get() == &camera ? RendererExtensionRequest::ForceRender : RendererExtensionRequest::DontRender;
- }
- void SelectionRendererCore::render(const Camera& camera, const RendererViewContext& viewContext)
- {
- THROW_IF_NOT_CORE_THREAD;
- Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
- SPtr<Renderer> renderer = gRenderer();
- for (auto& renderable : mObjects)
- {
- SPtr<Mesh> mesh = renderable->getMesh();
- if (mesh == nullptr)
- continue;
- SPtr<GpuBuffer> boneMatrixBuffer = renderable->getBoneMatrixBuffer();
- SPtr<VertexBuffer> morphShapeBuffer = renderable->getMorphShapeBuffer();
- SPtr<VertexDeclaration> morphVertexDeclaration = renderable->getMorphVertexDeclaration();
- Matrix4 worldViewProjMat = viewProjMat * renderable->getMatrix();
- UINT32 techniqueIdx = mTechniqueIndices[(int)renderable->getAnimType()];
- mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
- mColor[techniqueIdx].set(SELECTION_COLOR);
- mBoneMatrices[techniqueIdx].set(boneMatrixBuffer);
- gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
- gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
- UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
- for (UINT32 i = 0; i < numSubmeshes; i++)
- {
- if (morphVertexDeclaration == nullptr)
- gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
- else
- gRendererUtility().drawMorph(mesh, mesh->getProperties().getSubMesh(i), morphShapeBuffer,
- morphVertexDeclaration);
- }
- }
- }
- }
- }
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