BsSelectionRenderer.cpp 5.8 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Scene/BsSelectionRenderer.h"
  4. #include "Mesh/BsMesh.h"
  5. #include "RenderAPI/BsVertexDataDesc.h"
  6. #include "Components/BsCCamera.h"
  7. #include "CoreThread/BsCoreThread.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "Material/BsMaterial.h"
  10. #include "RenderAPI/BsGpuParams.h"
  11. #include "Material/BsGpuParamsSet.h"
  12. #include "RenderAPI/BsRenderAPI.h"
  13. #include "Renderer/BsRenderer.h"
  14. #include "Scene/BsSelection.h"
  15. #include "Scene/BsSceneObject.h"
  16. #include "Components/BsCRenderable.h"
  17. #include "Renderer/BsRenderable.h"
  18. #include "Scene/BsSceneManager.h"
  19. #include "Renderer/BsRendererUtility.h"
  20. #include "RenderAPI/BsGpuBuffer.h"
  21. using namespace std::placeholders;
  22. namespace bs
  23. {
  24. SelectionRenderer::SelectionRenderer()
  25. {
  26. HMaterial selectionMat = BuiltinEditorResources::instance().createSelectionMat();
  27. mRenderer = RendererExtension::create<ct::SelectionRendererCore>(selectionMat->getCore());
  28. }
  29. SelectionRenderer::~SelectionRenderer()
  30. { }
  31. void SelectionRenderer::update(const SPtr<Camera>& camera)
  32. {
  33. Vector<SPtr<ct::Renderable>> objects;
  34. const Vector<HSceneObject>& sceneObjects = Selection::instance().getSceneObjects();
  35. Vector<HRenderable> renderables = gSceneManager().findComponents<CRenderable>(true);
  36. for (auto& renderable : renderables)
  37. {
  38. HSceneObject renderableSO = renderable->SO();
  39. for (auto& so : sceneObjects)
  40. {
  41. if (renderableSO != so)
  42. continue;
  43. if (renderable->getMesh().isLoaded())
  44. objects.push_back(renderable->_getInternal()->getCore());
  45. }
  46. }
  47. ct::SelectionRendererCore* renderer = mRenderer.get();
  48. gCoreThread().queueCommand(std::bind(&ct::SelectionRendererCore::updateData, renderer, camera->getCore(), objects));
  49. }
  50. namespace ct
  51. {
  52. const Color SelectionRendererCore::SELECTION_COLOR = Color(1.0f, 1.0f, 1.0f, 0.3f);
  53. SelectionRendererCore::SelectionRendererCore()
  54. :RendererExtension(RenderLocation::PostLightPass, -10)
  55. {
  56. }
  57. void SelectionRendererCore::initialize(const Any& data)
  58. {
  59. THROW_IF_NOT_CORE_THREAD;
  60. constexpr int numTechniques = sizeof(mTechniqueIndices) / sizeof(mTechniqueIndices[0]);
  61. static_assert(numTechniques == (int)RenderableAnimType::Count, "Number of techniques doesn't match the number of possible animation types.");
  62. static const StringID RTag_Skinned = "Skinned";
  63. static const StringID RTag_Morph = "Morph";
  64. static const StringID RTag_SkinnedMorph = "SkinnedMorph";
  65. FIND_TECHNIQUE_DESC findSkinned;
  66. findSkinned.addTag(RTag_Skinned);
  67. FIND_TECHNIQUE_DESC findMorph;
  68. findMorph.addTag(RTag_Morph);
  69. FIND_TECHNIQUE_DESC findSkinnedMorph;
  70. findSkinnedMorph.addTag(RTag_SkinnedMorph);
  71. SPtr<Material> mat = any_cast<SPtr<Material>>(data);
  72. for(UINT32 i = 0; i < numTechniques; i++)
  73. {
  74. RenderableAnimType animType = (RenderableAnimType)i;
  75. switch (animType)
  76. {
  77. case RenderableAnimType::Skinned:
  78. mTechniqueIndices[i] = mat->findTechnique(findSkinned);
  79. break;
  80. case RenderableAnimType::Morph:
  81. mTechniqueIndices[i] = mat->findTechnique(findMorph);
  82. break;
  83. case RenderableAnimType::SkinnedMorph:
  84. mTechniqueIndices[i] = mat->findTechnique(findSkinnedMorph);
  85. break;
  86. default:
  87. mTechniqueIndices[i] = mat->getDefaultTechnique();
  88. break;
  89. }
  90. }
  91. mMaterial = mat;
  92. for(UINT32 i = 0; i < 4 ; i++)
  93. {
  94. mat->getTechnique(mTechniqueIndices[i])->compile();
  95. mParams[i] = mat->createParamsSet(mTechniqueIndices[i]);
  96. SPtr<GpuParams> params = mParams[i]->getGpuParams();
  97. params->getParam(GPT_VERTEX_PROGRAM, "matWorldViewProj", mMatWorldViewProj[i]);
  98. RenderableAnimType animType = (RenderableAnimType)i;
  99. if(animType == RenderableAnimType::Skinned || animType == RenderableAnimType::SkinnedMorph)
  100. params->getBufferParam(GPT_VERTEX_PROGRAM, "boneMatrices", mBoneMatrices[i]);
  101. params->getParam(GPT_FRAGMENT_PROGRAM, "selColor", mColor[i]);
  102. }
  103. }
  104. void SelectionRendererCore::updateData(const SPtr<Camera>& camera, const Vector<SPtr<Renderable>>& objects)
  105. {
  106. mCamera = camera;
  107. mObjects = objects;
  108. }
  109. RendererExtensionRequest SelectionRendererCore::check(const Camera& camera)
  110. {
  111. return mCamera.get() == &camera ? RendererExtensionRequest::ForceRender : RendererExtensionRequest::DontRender;
  112. }
  113. void SelectionRendererCore::render(const Camera& camera, const RendererViewContext& viewContext)
  114. {
  115. THROW_IF_NOT_CORE_THREAD;
  116. Matrix4 viewProjMat = mCamera->getProjectionMatrixRS() * mCamera->getViewMatrix();
  117. SPtr<Renderer> renderer = gRenderer();
  118. for (auto& renderable : mObjects)
  119. {
  120. SPtr<Mesh> mesh = renderable->getMesh();
  121. if (mesh == nullptr)
  122. continue;
  123. SPtr<GpuBuffer> boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  124. SPtr<VertexBuffer> morphShapeBuffer = renderable->getMorphShapeBuffer();
  125. SPtr<VertexDeclaration> morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  126. Matrix4 worldViewProjMat = viewProjMat * renderable->getMatrix();
  127. UINT32 techniqueIdx = mTechniqueIndices[(int)renderable->getAnimType()];
  128. mMatWorldViewProj[techniqueIdx].set(worldViewProjMat);
  129. mColor[techniqueIdx].set(SELECTION_COLOR);
  130. mBoneMatrices[techniqueIdx].set(boneMatrixBuffer);
  131. gRendererUtility().setPass(mMaterial, 0, techniqueIdx);
  132. gRendererUtility().setPassParams(mParams[techniqueIdx], 0);
  133. UINT32 numSubmeshes = mesh->getProperties().getNumSubMeshes();
  134. for (UINT32 i = 0; i < numSubmeshes; i++)
  135. {
  136. if (morphVertexDeclaration == nullptr)
  137. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(i));
  138. else
  139. gRendererUtility().drawMorph(mesh, mesh->getProperties().getSubMesh(i), morphShapeBuffer,
  140. morphVertexDeclaration);
  141. }
  142. }
  143. }
  144. }
  145. }