Files
FlaxEngine/Source/Editor/Utilities/ViewportIconsRenderer.cpp

313 lines
11 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "ViewportIconsRenderer.h"
#include "Engine/Core/Types/Variant.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Assets/MaterialInstance.h"
#include "Engine/Content/Content.h"
#include "Engine/Level/Level.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/Actors/PointLight.h"
#include "Engine/Level/Actors/DirectionalLight.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
#include "Engine/Level/Actors/Skybox.h"
#include "Engine/Level/Actors/Decal.h"
#include "Engine/Level/Actors/ExponentialHeightFog.h"
#include "Engine/Audio/AudioListener.h"
#include "Engine/Audio/AudioSource.h"
#include "Engine/Particles/ParticleEffect.h"
#include "Engine/Animations/SceneAnimations/SceneAnimationPlayer.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Level/Actors/Sky.h"
#include "Engine/Level/Actors/SkyLight.h"
#include "Engine/Level/Actors/SpotLight.h"
#include "Engine/Video/VideoPlayer.h"
enum class IconTypes
{
PointLight,
DirectionalLight,
EnvironmentProbe,
Skybox,
SkyLight,
AudioListener,
AudioSource,
Decal,
ParticleEffect,
SceneAnimationPlayer,
CustomTexture,
MAX
};
AssetReference<Model> QuadModel;
AssetReference<MaterialInstance> CustomTextureMaterial;
ModelInstanceEntries InstanceBuffers[static_cast<int32>(IconTypes::MAX)];
Dictionary<ScriptingTypeHandle, IconTypes> ActorTypeToIconType;
Dictionary<ScriptingTypeHandle, AssetReference<Texture>> ActorTypeToTexture;
Dictionary<ScriptingObjectReference<Actor>, AssetReference<Texture>> ActorToTexture;
Dictionary<AssetReference<Texture>, AssetReference<MaterialBase>> TextureToMaterial;
class ViewportIconsRendererService : public EngineService
{
public:
ViewportIconsRendererService()
: EngineService(TEXT("Viewport Icons Renderer"))
{
}
static void DrawIcons(RenderContext& renderContext, Scene* scene, Mesh::DrawInfo& draw);
static void DrawIcons(RenderContext& renderContext, Actor* actor, Mesh::DrawInfo& draw);
bool Init() override;
void Dispose() override;
};
ViewportIconsRendererService ViewportIconsRendererServiceInstance;
float ViewportIconsRenderer::Scale = 1.0f;
void ViewportIconsRenderer::GetBounds(const Vector3& position, const Vector3& viewPosition, BoundingSphere& bounds)
{
constexpr float minSize = 7.0f;
constexpr float maxSize = 30.0f;
Real scale = Math::Square(Vector3::Distance(position, viewPosition) / 1000.0f);
Real radius = minSize + Math::Min(scale, 1.0f) * (maxSize - minSize);
bounds = BoundingSphere(position, radius * Scale);
}
void ViewportIconsRenderer::DrawIcons(RenderContext& renderContext, Actor* actor)
{
auto& view = renderContext.View;
if (!actor || (view.Flags & ViewFlags::EditorSprites) == ViewFlags::None || QuadModel == nullptr || !QuadModel->IsLoaded())
return;
Mesh::DrawInfo draw;
draw.Lightmap = nullptr;
draw.LightmapUVs = nullptr;
draw.Flags = StaticFlags::Transform;
draw.DrawModes = DrawPass::Forward;
draw.PerInstanceRandom = 0;
draw.LODBias = 0;
draw.ForcedLOD = -1;
draw.SortOrder = 0;
draw.VertexColors = nullptr;
if (const auto scene = SceneObject::Cast<Scene>(actor))
{
ViewportIconsRendererService::DrawIcons(renderContext, scene, draw);
}
else
{
ViewportIconsRendererService::DrawIcons(renderContext, actor, draw);
}
}
void ViewportIconsRenderer::AddCustomIcon(const ScriptingTypeHandle& type, Texture* iconTexture)
{
CHECK(type && iconTexture);
ActorTypeToTexture[type] = iconTexture;
}
void ViewportIconsRenderer::AddActor(Actor* actor)
{
CHECK(actor && actor->GetScene());
actor->GetSceneRendering()->AddViewportIcon(actor);
}
void ViewportIconsRenderer::AddActorWithTexture(Actor* actor, Texture* iconTexture)
{
CHECK(actor && actor->GetScene() && iconTexture);
ActorToTexture[actor] = iconTexture;
actor->GetSceneRendering()->AddViewportIcon(actor);
}
void ViewportIconsRenderer::RemoveActor(Actor* actor)
{
CHECK(actor && actor->GetScene());
actor->GetSceneRendering()->RemoveViewportIcon(actor);
ActorToTexture.Remove(actor);
}
void ViewportIconsRendererService::DrawIcons(RenderContext& renderContext, Scene* scene, Mesh::DrawInfo& draw)
{
auto& view = renderContext.View;
const BoundingFrustum frustum = view.Frustum;
const auto& icons = scene->GetSceneRendering()->ViewportIcons;
Matrix m1, m2, world;
GeometryDrawStateData drawState;
draw.DrawState = &drawState;
draw.Deformation = nullptr;
draw.World = &world;
AssetReference<Texture> texture;
for (Actor* icon : icons)
{
BoundingSphere sphere;
ViewportIconsRenderer::GetBounds(icon->GetPosition() - renderContext.View.Origin, renderContext.View.Position, sphere);
if (!frustum.Intersects(sphere))
continue;
IconTypes iconType;
ScriptingTypeHandle typeHandle = icon->GetTypeHandle();
draw.Buffer = nullptr;
if (ActorToTexture.TryGet(icon, texture) || ActorTypeToTexture.TryGet(typeHandle, texture))
{
// Use custom texture
draw.Buffer = &InstanceBuffers[static_cast<int32>(IconTypes::CustomTexture)];
if (draw.Buffer->Count() == 0)
{
// Lazy-init (use in-built icon material with custom texture)
draw.Buffer->Setup(1);
draw.Buffer->At(0).ReceiveDecals = false;
draw.Buffer->At(0).ShadowsMode = ShadowsCastingMode::None;
}
AssetReference<MaterialBase> material;
if (!TextureToMaterial.TryGet(texture, material))
{
// Create custom material per custom texture
TextureToMaterial[texture] = InstanceBuffers[0][0].Material->CreateVirtualInstance();
TextureToMaterial[texture]->SetParameterValue(TEXT("Image"), Variant(texture));
material = TextureToMaterial[texture];
}
draw.Buffer->At(0).Material = material;
}
else if (ActorTypeToIconType.TryGet(typeHandle, iconType))
{
// Use predefined material
draw.Buffer = &InstanceBuffers[static_cast<int32>(iconType)];
}
if (draw.Buffer)
{
// Create world matrix
Matrix::Scaling(sphere.Radius * 2.0f, m2);
Matrix::RotationY(PI, world);
Matrix::Multiply(m2, world, m1);
Matrix::Billboard(sphere.Center, view.Position, Vector3::Up, view.Direction, m2);
Matrix::Multiply(m1, m2, world);
// Draw icon
draw.Bounds = sphere;
QuadModel->Draw(renderContext, draw);
}
}
}
void ViewportIconsRendererService::DrawIcons(RenderContext& renderContext, Actor* actor, Mesh::DrawInfo& draw)
{
if (!actor || !actor->IsActiveInHierarchy())
return;
auto& view = renderContext.View;
const BoundingFrustum frustum = view.Frustum;
Matrix m1, m2, world;
BoundingSphere sphere;
ViewportIconsRenderer::GetBounds(actor->GetPosition() - renderContext.View.Origin, renderContext.View.Position, sphere);
IconTypes iconType;
AssetReference<Texture> texture;
if (frustum.Intersects(sphere) && ActorTypeToIconType.TryGet(actor->GetTypeHandle(), iconType))
{
// Create world matrix
Matrix::Scaling(sphere.Radius * 2.0f, m2);
Matrix::RotationY(PI, world);
Matrix::Multiply(m2, world, m1);
Matrix::Billboard(sphere.Center, view.Position, Vector3::Up, view.Direction, m2);
Matrix::Multiply(m1, m2, world);
// Draw icon
GeometryDrawStateData drawState;
draw.DrawState = &drawState;
draw.Deformation = nullptr;
// Support custom icons through types, but not ones that were added through actors, since they cant register while in prefab view anyway
if (ActorTypeToTexture.TryGet(actor->GetTypeHandle(), texture))
{
// Use custom texture
draw.Buffer = &InstanceBuffers[static_cast<int32>(IconTypes::CustomTexture)];
if (draw.Buffer->Count() == 0)
{
// Lazy-init (use in-built icon material with custom texture)
draw.Buffer->Setup(1);
draw.Buffer->At(0).ReceiveDecals = false;
draw.Buffer->At(0).ShadowsMode = ShadowsCastingMode::None;
}
AssetReference<MaterialBase> material;
if (!TextureToMaterial.TryGet(texture, material))
{
// Create custom material per custom texture
TextureToMaterial[texture] = InstanceBuffers[0][0].Material->CreateVirtualInstance();
TextureToMaterial[texture]->SetParameterValue(TEXT("Image"), Variant(texture));
material = TextureToMaterial[texture];
}
draw.Buffer->At(0).Material = material;
}
else
{
// Use predefined material
draw.Buffer = &InstanceBuffers[static_cast<int32>(iconType)];
}
draw.World = &world;
draw.Bounds = sphere;
QuadModel->Draw(renderContext, draw);
}
for (auto child : actor->Children)
DrawIcons(renderContext, child, draw);
}
bool ViewportIconsRendererService::Init()
{
QuadModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/Quad"));
#define INIT(type, path) \
InstanceBuffers[static_cast<int32>(IconTypes::type)].Setup(1); \
InstanceBuffers[static_cast<int32>(IconTypes::type)][0].ReceiveDecals = false; \
InstanceBuffers[static_cast<int32>(IconTypes::type)][0].ShadowsMode = ShadowsCastingMode::None; \
InstanceBuffers[static_cast<int32>(IconTypes::type)][0].Material = Content::LoadAsyncInternal<MaterialInstance>(TEXT(path))
INIT(PointLight, "Editor/Icons/PointLight");
INIT(DirectionalLight, "Editor/Icons/DirectionalLight");
INIT(EnvironmentProbe, "Editor/Icons/EnvironmentProbe");
INIT(Skybox, "Editor/Icons/Skybox");
INIT(SkyLight, "Editor/Icons/SkyLight");
INIT(AudioListener, "Editor/Icons/AudioListener");
INIT(AudioSource, "Editor/Icons/AudioSource");
INIT(Decal, "Editor/Icons/Decal");
INIT(ParticleEffect, "Editor/Icons/ParticleEffect");
INIT(SceneAnimationPlayer, "Editor/Icons/SceneAnimationPlayer");
#undef INIT
#define MAP_TYPE(type, iconType) ActorTypeToIconType.Add(type::TypeInitializer, IconTypes::iconType)
MAP_TYPE(PointLight, PointLight);
MAP_TYPE(DirectionalLight, DirectionalLight);
MAP_TYPE(EnvironmentProbe, EnvironmentProbe);
MAP_TYPE(Skybox, Skybox);
MAP_TYPE(AudioListener, AudioListener);
MAP_TYPE(AudioSource, AudioSource);
MAP_TYPE(Decal, Decal);
MAP_TYPE(ParticleEffect, ParticleEffect);
MAP_TYPE(SceneAnimationPlayer, SceneAnimationPlayer);
MAP_TYPE(ExponentialHeightFog, Skybox);
MAP_TYPE(Sky, Skybox);
MAP_TYPE(SkyLight, SkyLight);
MAP_TYPE(SpotLight, PointLight);
MAP_TYPE(VideoPlayer, SceneAnimationPlayer);
#undef MAP_TYPE
return false;
}
void ViewportIconsRendererService::Dispose()
{
QuadModel = nullptr;
CustomTextureMaterial = nullptr;
for (int32 i = 0; i < ARRAY_COUNT(InstanceBuffers); i++)
InstanceBuffers[i].Release();
ActorTypeToIconType.Clear();
ActorToTexture.Clear();
TextureToMaterial.Clear();
}