/
RenderableCollectionWalker.h
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/
RenderableCollectionWalker.h
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#pragma once
#include "iselection.h"
#include "imapmerge.h"
#include "ientity.h"
#include "ieclass.h"
#include "iscenegraph.h"
#include <functional>
namespace render
{
/**
* \brief
* Scenegraph walker class that finds all renderable objects and adds them to a
* contained RenderableCollector.
*
* Also provides support for highlighting selected objects by activating the
* RenderableCollector's "highlight" flags based on the renderable object's
* selection state.
*/
class RenderableCollectionWalker :
public scene::Graph::Walker
{
private:
// The collector which is sorting our renderables
RenderableCollector& _collector;
// The view we're using for culling
const VolumeTest& _volume;
// Construct with RenderableCollector to receive renderables
RenderableCollectionWalker(RenderableCollector& collector, const VolumeTest& volume) :
_collector(collector),
_volume(volume)
{}
public:
void dispatchRenderable(const Renderable& renderable)
{
if (_collector.supportsFullMaterials())
{
renderable.renderSolid(_collector, _volume);
}
else
{
renderable.renderWireframe(_collector, _volume);
}
}
// scene::Graph::Walker implementation
bool visit(const scene::INodePtr& node)
{
// greebo: Highlighting propagates to child nodes
scene::INodePtr parent = node->getParent();
node->viewChanged();
std::size_t highlightFlags = node->getHighlightFlags();
auto nodeType = node->getNodeType();
// Particle nodes shouldn't inherit the highlight flags from their parent,
// as it obstructs the view when their wireframe gets rendered (#5682)
if (parent && nodeType != scene::INode::Type::Particle)
{
highlightFlags |= parent->getHighlightFlags();
}
if (nodeType == scene::INode::Type::MergeAction)
{
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeAction, true);
auto mergeActionNode = std::dynamic_pointer_cast<scene::IMergeActionNode>(node);
assert(mergeActionNode);
switch (mergeActionNode->getActionType())
{
case scene::merge::ActionType::AddChildNode:
case scene::merge::ActionType::AddEntity:
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionAdd, true);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionChange, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionRemove, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionConflict, false);
break;
case scene::merge::ActionType::AddKeyValue:
case scene::merge::ActionType::ChangeKeyValue:
case scene::merge::ActionType::RemoveKeyValue:
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionChange, true);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionAdd, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionRemove, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionConflict, false);
break;
case scene::merge::ActionType::RemoveChildNode:
case scene::merge::ActionType::RemoveEntity:
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionRemove, true);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionAdd, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionChange, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionConflict, false);
break;
case scene::merge::ActionType::ConflictResolution:
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionConflict, true);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionAdd, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionChange, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionRemove, false);
break;
}
}
else
{
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeAction, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionAdd, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionChange, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionRemove, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::MergeActionConflict, false);
}
if (highlightFlags & Renderable::Highlight::Selected)
{
if (GlobalSelectionSystem().Mode() != SelectionSystem::eComponent)
{
_collector.setHighlightFlag(RenderableCollector::Highlight::Faces, true);
}
else
{
_collector.setHighlightFlag(RenderableCollector::Highlight::Faces, false);
node->renderComponents(_collector, _volume);
}
_collector.setHighlightFlag(RenderableCollector::Highlight::Primitives, true);
// Pass on the info about whether we have a group member selected
if (highlightFlags & Renderable::Highlight::GroupMember)
{
_collector.setHighlightFlag(RenderableCollector::Highlight::GroupMember, true);
}
else
{
_collector.setHighlightFlag(RenderableCollector::Highlight::GroupMember, false);
}
}
else
{
_collector.setHighlightFlag(RenderableCollector::Highlight::Primitives, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::Faces, false);
_collector.setHighlightFlag(RenderableCollector::Highlight::GroupMember, false);
}
dispatchRenderable(*node);
return true;
}
/**
* \brief
* Use a RenderableCollectionWalker to find all renderables in the global
* scenegraph.
*/
static void CollectRenderablesInScene(RenderableCollector& collector, const VolumeTest& volume)
{
// Instantiate a new walker class
RenderableCollectionWalker renderHighlightWalker(collector, volume);
// Submit renderables from scene graph
GlobalSceneGraph().foreachVisibleNodeInVolume(volume, renderHighlightWalker);
// Submit any renderables that have been directly attached to the RenderSystem
// without belonging to an actual scene object
RenderableCollectionWalker walker(collector, volume);
GlobalRenderSystem().forEachRenderable([&](const Renderable& renderable)
{
walker.dispatchRenderable(renderable);
});
}
};
} // namespace