//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "gfx/gfxDrawUtil.h" #include "core/frameAllocator.h" #include "core/strings/stringFunctions.h" #include "core/strings/unicode.h" #include "math/util/frustum.h" #include "math/util/sphereMesh.h" #include "math/mathUtils.h" #include "gfx/gfxFontRenderBatcher.h" #include "gfx/gfxTransformSaver.h" #include "gfx/gfxPrimitiveBuffer.h" #include "gfx/primBuilder.h" #include "gfx/gfxDebugEvent.h" #include "math/mPolyhedron.impl.h" GFXDrawUtil::GFXDrawUtil( GFXDevice * d) { mDevice = d; mBitmapModulation.set(0xFF, 0xFF, 0xFF, 0xFF); mTextAnchorColor.set(0xFF, 0xFF, 0xFF, 0xFF); mFontRenderBatcher = new FontRenderBatcher(); _setupStateBlocks(); } GFXDrawUtil::~GFXDrawUtil() { delete mFontRenderBatcher; } void GFXDrawUtil::_setupStateBlocks() { // DrawBitmapStretchSR GFXStateBlockDesc bitmapStretchSR; bitmapStretchSR.setCullMode(GFXCullNone); bitmapStretchSR.setZReadWrite(false); bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); bitmapStretchSR.samplersDefined = true; bitmapStretchSR.setColorWrites(true, true, true, false); // NOTE: comment this out if alpha write is needed // Linear: Create wrap SB bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getWrapLinear(); mBitmapStretchWrapLinearSB = mDevice->createStateBlock(bitmapStretchSR); // Linear: Create clamp SB bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear(); mBitmapStretchLinearSB = mDevice->createStateBlock(bitmapStretchSR); // Point: bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint; bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint; bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint; // Point: Create clamp SB, last created clamped so no work required here mBitmapStretchSB = mDevice->createStateBlock(bitmapStretchSR); // Point: Create wrap SB, have to do this manually because getWrapLinear doesn't bitmapStretchSR.samplers[0].addressModeU = GFXAddressWrap; bitmapStretchSR.samplers[0].addressModeV = GFXAddressWrap; bitmapStretchSR.samplers[0].addressModeW = GFXAddressWrap; mBitmapStretchWrapSB = mDevice->createStateBlock(bitmapStretchSR); GFXStateBlockDesc rectFill; rectFill.setCullMode(GFXCullNone); rectFill.setZReadWrite(false); rectFill.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); mRectFillSB = mDevice->createStateBlock(rectFill); } //----------------------------------------------------------------------------- // Color Modulation //----------------------------------------------------------------------------- void GFXDrawUtil::setBitmapModulation( const ColorI &modColor ) { mBitmapModulation = modColor; } void GFXDrawUtil::clearBitmapModulation() { mBitmapModulation.set( 255, 255, 255, 255 ); } void GFXDrawUtil::getBitmapModulation( ColorI *color ) { mBitmapModulation.getColor( color ); } void GFXDrawUtil::setTextAnchorColor( const ColorI &ancColor ) { mTextAnchorColor = ancColor; } //----------------------------------------------------------------------------- // Draw Text //----------------------------------------------------------------------------- U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF16 *in_string, const ColorI *colorTable, const U32 maxColorIndex, F32 rot ) { return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot ); } U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF8 *in_string, const ColorI *colorTable, const U32 maxColorIndex, F32 rot ) { return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot ); } U32 GFXDrawUtil::drawText( GFont *font, const Point2F &ptDraw, const UTF8 *in_string, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ ) { return drawText(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,colorTable,maxColorIndex,rot); } U32 GFXDrawUtil::drawText( GFont *font, const Point2F &ptDraw, const UTF16 *in_string, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ ) { return drawText(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,colorTable,maxColorIndex,rot); } U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF8 *in_string, U32 n, const ColorI *colorTable, const U32 maxColorIndex, F32 rot ) { // return on zero length strings if( n == 0 ) return ptDraw.x; // Convert to UTF16 temporarily. FrameTemp ubuf( n + 1 ); // (n+1) to add space for null terminator convertUTF8toUTF16N(in_string, ubuf, n + 1); return drawTextN( font, ptDraw, ubuf, n, colorTable, maxColorIndex, rot ); } U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_string, U32 n, const ColorI *colorTable, const U32 maxColorIndex, F32 rot ) { // return on zero length strings if( n == 0 ) return ptDraw.x; // If it's over about 4000 verts we want to break it up if( n > 666 ) { U32 left = drawTextN(font, ptDraw, in_string, 666, colorTable, maxColorIndex, rot); Point2I newDrawPt(left, ptDraw.y); const UTF16* str = (const UTF16*)in_string; return drawTextN(font, newDrawPt, &(str[666]), n - 666, colorTable, maxColorIndex, rot); } PROFILE_START(GFXDevice_drawTextN); const PlatformFont::CharInfo *tabci = NULL; S32 ptX = 0; // Queue everything for render. mFontRenderBatcher->init(font, n); U32 i; UTF16 c; for (i = 0, c = in_string[i]; i < n && in_string[i]; i++, c = in_string[i]) { switch(c) { // We have to do a little dance here since \t = 0x9, \n = 0xa, and \r = 0xd case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 11: case 12: case 14: { // Color code if (colorTable) { static U8 remap[15] = { 0x0, // 0 special null terminator 0x0, // 1 ascii start-of-heading?? 0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x0, // 8 special backspace 0x0, // 9 special tab 0x0, // a special \n 0x7, 0x8, 0x0, // a special \r 0x9 }; U8 remapped = remap[c]; // Ignore if the color is greater than the specified max index: if ( remapped <= maxColorIndex ) { const ColorI &clr = colorTable[remapped]; mBitmapModulation = clr; } } // And skip rendering this character. continue; } // reset color? case 15: { mBitmapModulation = mTextAnchorColor; // And skip rendering this character. continue; } // push color: case 16: { mTextAnchorColor = mBitmapModulation; // And skip rendering this character. continue; } // pop color: case 17: { mBitmapModulation = mTextAnchorColor; // And skip rendering this character. continue; } // Tab character case dT('\t'): { if ( tabci == NULL ) tabci = &(font->getCharInfo( dT(' ') )); const U32 fontTabIncrement = tabci->xIncrement * GFont::TabWidthInSpaces; ptX += fontTabIncrement; // And skip rendering this character. continue; } // Don't draw invalid characters. default: { if( !font->isValidChar( c ) ) continue; } } // Queue char for rendering.. GFXVertexColor color = mBitmapModulation; mFontRenderBatcher->queueChar(c, ptX, color); } mFontRenderBatcher->render(rot, Point2F((F32)ptDraw.x, (F32)ptDraw.y)); PROFILE_END(); return ptX + ptDraw.x; } U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF8 *in_string, U32 n, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ ) { return drawTextN(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,n,colorTable,maxColorIndex,rot); } U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF16 *in_string, U32 n, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ ) { return drawTextN(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,n,colorTable,maxColorIndex,rot); } //----------------------------------------------------------------------------- // Draw Bitmaps //----------------------------------------------------------------------------- void GFXDrawUtil::drawBitmap( GFXTextureObject* texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle) { drawBitmap(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),in_flip,filter,in_wrap, angle); } void GFXDrawUtil::drawBitmapStretch( GFXTextureObject* texture, const RectI &dstRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle) { drawBitmapStretch(texture,RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y),in_flip,filter,in_wrap, angle); } void GFXDrawUtil::drawBitmapSR( GFXTextureObject* texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle) { drawBitmapSR(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y),in_flip,filter,in_wrap, angle); } void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject *texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle) { RectF dstRectF = RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y); RectF srcRectF = RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y); drawBitmapStretchSR(texture,dstRectF,srcRectF,in_flip,filter,in_wrap, angle); } void GFXDrawUtil::drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle) { AssertFatal( texture != 0, "No texture specified for drawBitmap()" ); RectI subRegion( 0, 0, texture->mBitmapSize.x, texture->mBitmapSize.y ); RectI stretch( in_rAt.x, in_rAt.y, texture->mBitmapSize.x, texture->mBitmapSize.y ); drawBitmapStretchSR( texture, stretch, subRegion, in_flip, filter, in_wrap, angle); } void GFXDrawUtil::drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle) { AssertFatal( texture != 0, "No texture specified for drawBitmapStretch()" ); RectF subRegion( 0.f, 0.f, (F32)texture->mBitmapSize.x, (F32)texture->mBitmapSize.y ); drawBitmapStretchSR( texture, dstRect, subRegion, in_flip, filter, in_wrap, angle); } void GFXDrawUtil::drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle) { AssertFatal( texture != 0, "No texture specified for drawBitmapSR()" ); RectF stretch( in_rAt.x, in_rAt.y, srcRect.len_x(), srcRect.len_y() ); drawBitmapStretchSR( texture, stretch, srcRect, in_flip, filter, in_wrap, angle); } void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle) { // Sanity if no texture is specified. if(!texture) return; GFXVertexBufferHandle verts(mDevice, 4, GFXBufferTypeVolatile ); verts.lock(); F32 texLeft = (srcRect.point.x) / (texture->mTextureSize.x); F32 texRight = (srcRect.point.x + srcRect.extent.x) / (texture->mTextureSize.x); F32 texTop = (srcRect.point.y) / (texture->mTextureSize.y); F32 texBottom = (srcRect.point.y + srcRect.extent.y) / (texture->mTextureSize.y); F32 screenLeft = dstRect.point.x; F32 screenRight = (dstRect.point.x + dstRect.extent.x); F32 screenTop = dstRect.point.y; F32 screenBottom = (dstRect.point.y + dstRect.extent.y); if( in_flip & GFXBitmapFlip_X ) { F32 temp = texLeft; texLeft = texRight; texRight = temp; } if( in_flip & GFXBitmapFlip_Y ) { F32 temp = texTop; texTop = texBottom; texBottom = temp; } const F32 fillConv = mDevice->getFillConventionOffset(); verts[0].point.set( screenLeft - fillConv, screenTop - fillConv, 0.f ); verts[1].point.set( screenRight - fillConv, screenTop - fillConv, 0.f ); verts[2].point.set( screenLeft - fillConv, screenBottom - fillConv, 0.f ); verts[3].point.set( screenRight - fillConv, screenBottom - fillConv, 0.f ); verts[0].color = verts[1].color = verts[2].color = verts[3].color = mBitmapModulation; verts[0].texCoord.set( texLeft, texTop ); verts[1].texCoord.set( texRight, texTop ); verts[2].texCoord.set( texLeft, texBottom ); verts[3].texCoord.set( texRight, texBottom ); if (angle != 0.0f) { U32 i = 0; Point3F points[4]; points[0] = Point3F(-dstRect.extent.x / 2.0f, -dstRect.extent.y / 2.0f, 0.0); points[1] = Point3F(dstRect.extent.x / 2.0f, -dstRect.extent.y / 2.0f, 0.0); points[2] = Point3F(-dstRect.extent.x / 2.0f, dstRect.extent.y / 2.0f, 0.0); points[3] = Point3F(dstRect.extent.x / 2.0f, dstRect.extent.y / 2.0f, 0.0); //calc center by taking position+extent/2 Point3F offset(dstRect.point.x + dstRect.extent.x / 2.0f, dstRect.point.y + dstRect.extent.y / 2.0f, 0.0); //rotate points by mulitplying by a rotation matrix MatrixF rotMatrix(EulerF(0.0, 0.0, mDegToRad(angle))); for (i = 0; i < 4; i++) { rotMatrix.mulP(points[i]); points[i] += offset; verts[i].point = points[i]; } } verts.unlock(); mDevice->setVertexBuffer( verts ); switch (filter) { case GFXTextureFilterPoint : mDevice->setStateBlock(in_wrap ? mBitmapStretchWrapSB : mBitmapStretchSB); break; case GFXTextureFilterLinear : mDevice->setStateBlock(in_wrap ? mBitmapStretchWrapLinearSB : mBitmapStretchLinearSB); break; default: AssertFatal(false, "No GFXDrawUtil state block defined for this filter type!"); mDevice->setStateBlock(mBitmapStretchSB); break; } mDevice->setTexture( 0, texture ); mDevice->setupGenericShaders( GFXDevice::GSModColorTexture ); mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 ); } //----------------------------------------------------------------------------- // Draw Rectangle //----------------------------------------------------------------------------- void GFXDrawUtil::drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color ) { drawRect( Point2F((F32)upperLeft.x,(F32)upperLeft.y),Point2F((F32)lowerRight.x,(F32)lowerRight.y),color); } void GFXDrawUtil::drawRect( const RectI &rect, const ColorI &color ) { drawRect( rect.point, Point2I(rect.point.x + rect.extent.x - 1, rect.point.y + rect.extent.y - 1), color ); } void GFXDrawUtil::drawRect( const RectF &rect, const ColorI &color ) { drawRect( rect.point, Point2F(rect.point.x + rect.extent.x - 1, rect.point.y + rect.extent.y - 1), color ); } void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color ) { // // Convert Box a----------x // | | // x----------b // // Into Triangle-Strip Outline // v0-----------v2 // | a x | // | v1-----v3 | // | | | | // | v7-----v5 | // | x b | // v6-----------v4 // // NorthWest and NorthEast facing offset vectors // These adjust the thickness of the line, it'd be neat if one day // they were passed in as arguments. Point2F nw(-0.5f,-0.5f); /* \ */ Point2F ne(0.5f,-0.5f); /* / */ GFXVertexBufferHandle verts (mDevice, 10, GFXBufferTypeVolatile ); verts.lock(); F32 ulOffset = 0.5f - mDevice->getFillConventionOffset(); verts[0].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f ); verts[1].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f ); verts[2].point.set( lowerRight.x + ulOffset + ne.x, upperLeft.y + ulOffset + ne.y, 0.0f); verts[3].point.set( lowerRight.x + ulOffset - ne.x, upperLeft.y + ulOffset - ne.y, 0.0f); verts[4].point.set( lowerRight.x + ulOffset - nw.x, lowerRight.y + ulOffset - nw.y, 0.0f); verts[5].point.set( lowerRight.x + ulOffset + nw.x, lowerRight.y + ulOffset + nw.y, 0.0f); verts[6].point.set( upperLeft.x + ulOffset - ne.x, lowerRight.y + ulOffset - ne.y, 0.0f); verts[7].point.set( upperLeft.x + ulOffset + ne.x, lowerRight.y + ulOffset + ne.y, 0.0f); verts[8].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f ); // same as 0 verts[9].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f ); // same as 1 for (S32 i = 0; i < 10; i++) verts[i].color = color; verts.unlock(); mDevice->setVertexBuffer( verts ); mDevice->setStateBlock(mRectFillSB); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleStrip, 0, 8 ); } //----------------------------------------------------------------------------- // Draw Rectangle Fill //----------------------------------------------------------------------------- void GFXDrawUtil::drawRectFill( const RectF &rect, const ColorI &color ) { drawRectFill(rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color ); } void GFXDrawUtil::drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color ) { drawRectFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color); } void GFXDrawUtil::drawRectFill( const RectI &rect, const ColorI &color ) { drawRectFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color ); } void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color ) { // // Convert Box a----------x // | | // x----------b // Into Quad // v0---------v1 // | a x | // | | // | x b | // v2---------v3 // // NorthWest and NorthEast facing offset vectors Point2F nw(-0.5,-0.5); /* \ */ Point2F ne(0.5,-0.5); /* / */ GFXVertexBufferHandle verts(mDevice, 4, GFXBufferTypeVolatile); verts.lock(); F32 ulOffset = 0.5f - mDevice->getFillConventionOffset(); verts[0].point.set( upperLeft.x+nw.x + ulOffset, upperLeft.y+nw.y + ulOffset, 0.0f ); verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f); verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f); verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f); for (S32 i = 0; i < 4; i++) verts[i].color = color; verts.unlock(); mDevice->setStateBlock(mRectFillSB); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 ); } void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle ) { width *= 0.5; Point3F offset( screenPoint.x, screenPoint.y, 0.0 ); GFXVertexBufferHandle verts( mDevice, 4, GFXBufferTypeVolatile ); verts.lock(); verts[0].point.set( -width, -width, 0.0f ); verts[1].point.set( -width, width, 0.0f ); verts[2].point.set( width, -width, 0.0f ); verts[3].point.set( width, width, 0.0f ); verts[0].color = verts[1].color = verts[2].color = verts[3].color = mBitmapModulation; if (spinAngle == 0.0f) { for( S32 i = 0; i < 4; i++ ) verts[i].point += offset; } else { MatrixF rotMatrix( EulerF( 0.0, 0.0, spinAngle ) ); for( S32 i = 0; i < 4; i++ ) { rotMatrix.mulP( verts[i].point ); verts[i].point += offset; } } verts.unlock(); mDevice->setVertexBuffer( verts ); mDevice->setStateBlock(mRectFillSB); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 ); } //----------------------------------------------------------------------------- // Draw Line //----------------------------------------------------------------------------- void GFXDrawUtil::drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color ) { drawLine( startPt.x, startPt.y, startPt.z, endPt.x, endPt.y, endPt.z, color ); } void GFXDrawUtil::drawLine( const Point2F &startPt, const Point2F &endPt, const ColorI &color ) { drawLine( startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color ); } void GFXDrawUtil::drawLine( const Point2I &startPt, const Point2I &endPt, const ColorI &color ) { drawLine( startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color ); } void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 x2, F32 y2, const ColorI &color ) { drawLine( x1, y1, 0.0f, x2, y2, 0.0f, color ); } void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI &color ) { GFXVertexBufferHandle verts( mDevice, 2, GFXBufferTypeVolatile ); verts.lock(); verts[0].point.set( x1, y1, z1 ); verts[1].point.set( x2, y2, z2 ); verts[0].color = color; verts[1].color = color; verts.unlock(); mDevice->setVertexBuffer( verts ); mDevice->setStateBlock( mRectFillSB ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXLineList, 0, 1 ); } //----------------------------------------------------------------------------- // 3D World Draw Misc //----------------------------------------------------------------------------- static SphereMesh gSphere; void GFXDrawUtil::drawSphere( const GFXStateBlockDesc &desc, F32 radius, const Point3F &pos, const ColorI &color, bool drawTop, bool drawBottom, const MatrixF *xfm ) { MatrixF mat; if ( xfm ) mat = *xfm; else mat = MatrixF::Identity; mat.scale(Point3F(radius,radius,radius)); mat.setPosition(pos); GFX->pushWorldMatrix(); GFX->multWorld(mat); const SphereMesh::TriangleMesh * sphereMesh = gSphere.getMesh(2); S32 numPoly = sphereMesh->numPoly; S32 totalPoly = 0; GFXVertexBufferHandle verts(mDevice, numPoly*3, GFXBufferTypeVolatile); verts.lock(); S32 vertexIndex = 0; for (S32 i=0; ipoly[i].pnt[0].z < -0.01f || sphereMesh->poly[i].pnt[1].z < -0.01f || sphereMesh->poly[i].pnt[2].z < -0.01f) continue; } if (!drawTop) { if (sphereMesh->poly[i].pnt[0].z > 0.01f || sphereMesh->poly[i].pnt[1].z > 0.01f || sphereMesh->poly[i].pnt[2].z > 0.01f) continue; } totalPoly++; verts[vertexIndex].point = sphereMesh->poly[i].pnt[0]; verts[vertexIndex].color = color; vertexIndex++; verts[vertexIndex].point = sphereMesh->poly[i].pnt[1]; verts[vertexIndex].color = color; vertexIndex++; verts[vertexIndex].point = sphereMesh->poly[i].pnt[2]; verts[vertexIndex].color = color; vertexIndex++; } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleList, 0, totalPoly ); GFX->popWorldMatrix(); } //----------------------------------------------------------------------------- static const Point3F cubePoints[8] = { Point3F(-1, -1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, -1), Point3F(-1, 1, 1), Point3F( 1, -1, -1), Point3F( 1, -1, 1), Point3F( 1, 1, -1), Point3F( 1, 1, 1) }; static const U32 cubeFaces[6][4] = { { 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 }, { 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 } }; void GFXDrawUtil::drawTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm ) { if ( desc.fillMode == GFXFillWireframe ) _drawWireTriangle( desc, p0, p1, p2, color, xfm ); else _drawSolidTriangle( desc, p0, p1, p2, color, xfm ); } void GFXDrawUtil::_drawWireTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm ) { GFXVertexBufferHandle verts(mDevice, 4, GFXBufferTypeVolatile); verts.lock(); // Set up the line strip verts[0].point = p0; verts[0].color = color; verts[1].point = p1; verts[1].color = color; verts[2].point = p2; verts[2].color = color; verts[3].point = p0; verts[3].color = color; // Apply xfm if we were passed one. if ( xfm != NULL ) { for ( U32 i = 0; i < 4; i++ ) xfm->mulP( verts[i].point ); } verts.unlock(); GFXStateBlockRef sb = mDevice->createStateBlock( desc ); mDevice->setStateBlock( sb ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXLineStrip, 0, 3 ); } void GFXDrawUtil::_drawSolidTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm ) { GFXVertexBufferHandle verts(mDevice, 3, GFXBufferTypeVolatile); verts.lock(); // Set up the line strip verts[0].point = p0; verts[0].color = color; verts[1].point = p1; verts[1].color = color; verts[2].point = p2; verts[2].color = color; // Apply xfm if we were passed one. if ( xfm != NULL ) { for ( U32 i = 0; i < 3; i++ ) xfm->mulP( verts[i].point ); } verts.unlock(); GFXStateBlockRef sb = mDevice->createStateBlock( desc ); mDevice->setStateBlock( sb ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleList, 0, 1 ); } void GFXDrawUtil::drawPolygon( const GFXStateBlockDesc& desc, const Point3F* points, U32 numPoints, const ColorI& color, const MatrixF* xfm /* = NULL */ ) { const bool isWireframe = ( desc.fillMode == GFXFillWireframe ); const U32 numVerts = isWireframe ? numPoints + 1 : numPoints; GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numVerts, GFXBufferTypeVolatile ); verts.lock(); for( U32 i = 0; i < numPoints; ++ i ) { verts[ i ].point = points[ i ]; verts[ i ].color = color; } if( xfm ) { for( U32 i = 0; i < numPoints; ++ i ) xfm->mulP( verts[ i ].point ); } if( isWireframe ) { verts[ numVerts - 1 ].point = verts[ 0 ].point; verts[ numVerts - 1 ].color = color; } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); if( desc.fillMode == GFXFillWireframe ) mDevice->drawPrimitive( GFXLineStrip, 0, numPoints ); else mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints - 2 ); } void GFXDrawUtil::drawCube( const GFXStateBlockDesc &desc, const Box3F &box, const ColorI &color, const MatrixF *xfm ) { drawCube( desc, box.getExtents(), box.getCenter(), color, xfm ); } void GFXDrawUtil::drawCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm ) { if ( desc.fillMode == GFXFillWireframe ) _drawWireCube( desc, size, pos, color, xfm ); else _drawSolidCube( desc, size, pos, color, xfm ); } void GFXDrawUtil::_drawWireCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm ) { GFXVertexBufferHandle verts(mDevice, 30, GFXBufferTypeVolatile); verts.lock(); Point3F halfSize = size * 0.5f; // setup 6 line loops U32 vertexIndex = 0; for(S32 i = 0; i < 6; i++) { for(S32 j = 0; j < 5; j++) { S32 idx = cubeFaces[i][j%4]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; } } // Apply xfm if we were passed one. if ( xfm != NULL ) { for ( U32 i = 0; i < 30; i++ ) xfm->mulV( verts[i].point ); } // Apply position offset for ( U32 i = 0; i < 30; i++ ) verts[i].point += pos; verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); for( U32 i=0; i<6; i++ ) mDevice->drawPrimitive( GFXLineStrip, i*5, 4 ); } void GFXDrawUtil::_drawSolidCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm ) { GFXVertexBufferHandle verts(mDevice, 36, GFXBufferTypeVolatile); verts.lock(); Point3F halfSize = size * 0.5f; // setup 6 line loops U32 vertexIndex = 0; U32 idx; for(S32 i = 0; i < 6; i++) { idx = cubeFaces[i][0]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; idx = cubeFaces[i][1]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; idx = cubeFaces[i][3]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; idx = cubeFaces[i][1]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; idx = cubeFaces[i][2]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; idx = cubeFaces[i][3]; verts[vertexIndex].point = cubePoints[idx] * halfSize; verts[vertexIndex].color = color; vertexIndex++; } // Apply xfm if we were passed one. if ( xfm != NULL ) { for ( U32 i = 0; i < 36; i++ ) xfm->mulV( verts[i].point ); } // Apply position offset for ( U32 i = 0; i < 36; i++ ) verts[i].point += pos; verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleList, 0, 12 ); } void GFXDrawUtil::drawPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm ) { if ( desc.fillMode == GFXFillWireframe ) _drawWirePolyhedron( desc, poly, color, xfm ); else _drawSolidPolyhedron( desc, poly, color, xfm ); } void GFXDrawUtil::_drawWirePolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm ) { GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawWirePolyhedron, ColorI::GREEN ); const U32 numEdges = poly.getNumEdges(); const Point3F* points = poly.getPoints(); const Polyhedron::Edge* edges = poly.getEdges(); // Allocate a temporary vertex buffer. GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numEdges * 2, GFXBufferTypeVolatile); // Fill it with the vertices for the edges. verts.lock(); for( U32 i = 0; i < numEdges; ++ i ) { const U32 nvert = i * 2; verts[ nvert + 0 ].point = points[ edges[ i ].vertex[ 0 ] ]; verts[ nvert + 0 ].color = color; verts[ nvert + 1 ].point = points[ edges[ i ].vertex[ 1 ] ]; verts[ nvert + 1 ].color = color; } if( xfm ) { for( U32 i = 0; i < numEdges; ++ i ) { xfm->mulP( verts[ i + 0 ].point ); xfm->mulP( verts[ i + 1 ].point ); } } verts.unlock(); // Render the line list. mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXLineList, 0, numEdges ); } void GFXDrawUtil::_drawSolidPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm ) { GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawSolidPolyhedron, ColorI::GREEN ); const U32 numPoints = poly.getNumPoints(); const Point3F* points = poly.getPoints(); const PlaneF* planes = poly.getPlanes(); const Point3F viewDir = GFX->getViewMatrix().getForwardVector(); // Create a temp buffer for the vertices and // put all the polyhedron's points in there. GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numPoints, GFXBufferTypeVolatile ); verts.lock(); for( U32 i = 0; i < numPoints; ++ i ) { verts[ i ].point = points[ i ]; verts[ i ].color = color; } if( xfm ) { for( U32 i = 0; i < numPoints; ++ i ) xfm->mulP( verts[ i ].point ); } verts.unlock(); // Allocate a temp buffer for the face indices. const U32 numIndices = poly.getNumEdges() * 3; const U32 numPlanes = poly.getNumPlanes(); GFXPrimitiveBufferHandle prims( mDevice, numIndices, 0, GFXBufferTypeVolatile ); // Unfortunately, since polygons may have varying numbers of // vertices, we also need to retain that information. FrameTemp< U32 > numIndicesForPoly( numPlanes ); U32 numPolys = 0; // Create all the polygon indices. U16* indices; prims.lock( &indices ); U32 idx = 0; for( U32 i = 0; i < numPlanes; ++ i ) { // Since face extraction is somewhat costly, don't bother doing it for // backfacing polygons if culling is enabled. if( !desc.cullDefined || desc.cullMode != GFXCullNone ) { F32 dot = mDot( planes[ i ], viewDir ); // See if it faces *the same way* as the view direction. This would // normally mean that the face is *not* backfacing but since we expect // planes on the polyhedron to be facing *inwards*, we need to reverse // the logic here. if( dot > 0.f ) continue; } U32 polyIDx = poly.extractFace( i, &indices[ idx ], numIndices - idx ); numIndicesForPoly[ numPolys ] = polyIDx; idx += polyIDx; numPolys ++; } prims.unlock(); // Set up state. mDevice->setStateBlockByDesc( desc ); mDevice->setupGenericShaders(); mDevice->setVertexBuffer( verts ); mDevice->setPrimitiveBuffer( prims ); // Render one triangle fan for each polygon. U32 startIndex = 0; for( U32 i = 0; i < numPolys; ++ i ) { U32 numVerts = numIndicesForPoly[ i ]; mDevice->drawIndexedPrimitive( GFXTriangleStrip, 0, 0, numPoints, startIndex, numVerts - 2 ); startIndex += numVerts; } } void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const MatrixF &objMat, const ColorI &color ) { GFXTransformSaver saver; mDevice->setStateBlockByDesc( desc ); MatrixF scaledObjMat( true ); scaledObjMat = objMat; scaledObjMat.scale( size ); scaledObjMat.setPosition( pos ); //to linear is done in primbuilder PrimBuild::color( color ); PrimBuild::begin( GFXLineList, 48 ); Point3F cubePts[8]; for (U32 i = 0; i < 8; i++) { cubePts[i] = cubePoints[i]/2; } // 8 corner points of the box for ( U32 i = 0; i < 8; i++ ) { //const Point3F &start = cubePoints[i]; // 3 lines per corner point for ( U32 j = 0; j < 3; j++ ) { Point3F start = cubePoints[i]; Point3F end = start; end[j] *= 0.8f; scaledObjMat.mulP(start); PrimBuild::vertex3fv(start); scaledObjMat.mulP(end); PrimBuild::vertex3fv(end); } } PrimBuild::end(); } static const Point2F circlePoints[] = { Point2F(0.707107f, 0.707107f), Point2F(0.923880f, 0.382683f), Point2F(1.000000f, 0.000000f), Point2F(0.923880f, -0.382684f), Point2F(0.707107f, -0.707107f), Point2F(0.382683f, -0.923880f), Point2F(0.000000f, -1.000000f), Point2F(-0.382683f, -0.923880f), Point2F(-0.707107f, -0.707107f), Point2F(-0.923880f, -0.382684f), Point2F(-1.000000f, 0.000000f), Point2F(-0.923879f, 0.382684f), Point2F(-0.707107f, 0.707107f), Point2F(-0.382683f, 0.923880f), Point2F(0.000000f, 1.000000f), Point2F(0.382684f, 0.923879f) }; void GFXDrawUtil::drawCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm ) { if ( desc.fillMode == GFXFillWireframe ) _drawWireCapsule( desc, center, radius, height, color, xfm ); else _drawSolidCapsule( desc, center, radius, height, color, xfm ); } void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm ) { MatrixF mat; if ( xfm ) mat = *xfm; else mat = MatrixF::Identity; S32 numPoints = sizeof(circlePoints)/sizeof(Point2F); GFXVertexBufferHandle verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile); verts.lock(); for (S32 i=0; isetStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 * numPoints ); Point3F sphereCenter; MatrixF sphereMat; if ( xfm ) sphereMat = *xfm; else sphereMat = MatrixF::Identity; sphereCenter.set( 0, 0, 0.5f * height ); mat.mulV( sphereCenter ); sphereCenter += center; drawSphere( desc, radius, sphereCenter, color, true, false, &sphereMat ); sphereCenter.set( 0, 0, -0.5f * height ); mat.mulV( sphereCenter ); sphereCenter += center; drawSphere( desc, radius, sphereCenter, color, false, true, &sphereMat ); } void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm ) { MatrixF mat; if (xfm) mat = *xfm; else mat = MatrixF::Identity; S32 numPoints = sizeof(circlePoints) / sizeof(Point2F); GFXVertexBufferHandle verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile); verts.lock(); for (S32 i = 0; i < numPoints + 1; i++) { S32 imod = i % numPoints; verts[2 * i].point = Point3F(circlePoints[imod].x * radius, circlePoints[imod].y * radius, height / 2); verts[2 * i].color = color; verts[2 * i + 1].point = Point3F(circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height / 2); verts[2 * i + 1].color = color; } S32 totalNumPnts = numPoints * 2 + 2; // Apply xfm if we were passed one. for (U32 i = 0; i < totalNumPnts; i++) mat.mulV(verts[i].point); // Apply position offset for (U32 i = 0; i < totalNumPnts; i++) verts[i].point += center; verts.unlock(); mDevice->setStateBlockByDesc(desc); mDevice->setVertexBuffer(verts); mDevice->setupGenericShaders(); mDevice->drawPrimitive(GFXTriangleStrip, 0, 2 * numPoints); Point3F sphereCenter; MatrixF sphereMat; if (xfm) sphereMat = *xfm; else sphereMat = MatrixF::Identity; sphereCenter.set(0, 0, 0.5f * height); mat.mulV(sphereCenter); sphereCenter += center; drawSphere(desc, radius, sphereCenter, color, true, false, &sphereMat); sphereCenter.set(0, 0, -0.5f * height); mat.mulV(sphereCenter); sphereCenter += center; drawSphere(desc, radius, sphereCenter, color, false, true, &sphereMat); } void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color ) { VectorF uvec = tipPnt - basePnt; F32 height = uvec.len(); uvec.normalize(); MatrixF mat( true ); MathUtils::getMatrixFromUpVector( uvec, &mat ); mat.setPosition(basePnt); Point3F scale( baseRadius, baseRadius, height ); mat.scale(scale); GFXTransformSaver saver; mDevice->pushWorldMatrix(); mDevice->multWorld(mat); S32 numPoints = sizeof(circlePoints)/sizeof(Point2F); GFXVertexBufferHandle verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile); verts.lock(); F32 sign = -1.f; S32 indexDown = 0; //counting down from numPoints S32 indexUp = 0; //counting up from 0 S32 index = 0; //circlePoints index for cap for (S32 i = 0; i < numPoints + 1; i++) { //Top cap if (i != numPoints) { if (sign < 0) index = indexDown; else index = indexUp; verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0); verts[i].color = color; if (sign < 0) indexUp += 1; else indexDown = numPoints - indexUp; // invert sign sign *= -1.0f; } //cone S32 imod = i % numPoints; S32 vertindex = 2 * i + numPoints; verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0); verts[vertindex].color = color; verts[vertindex + 1].point = Point3F(0.0f, 0.0f, 1.0f); verts[vertindex + 1].color = color; } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive(GFXTriangleStrip, 0, numPoints - 2); mDevice->drawPrimitive(GFXTriangleStrip, numPoints, numPoints * 2); mDevice->popWorldMatrix(); } void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color ) { VectorF uvec = tipPnt - basePnt; F32 height = uvec.len(); uvec.normalize(); MatrixF mat( true ); MathUtils::getMatrixFromUpVector( uvec, &mat ); mat.setPosition(basePnt); Point3F scale( radius, radius, height * 2 ); mat.scale(scale); GFXTransformSaver saver; mDevice->pushWorldMatrix(); mDevice->multWorld(mat); S32 numPoints = sizeof(circlePoints) / sizeof(Point2F); GFXVertexBufferHandle verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile); verts.lock(); F32 sign = -1.f; S32 indexDown = 0; //counting down from numPoints S32 indexUp = 0; //counting up from 0 S32 index = 0; //circlePoints index for caps for (S32 i = 0; i < numPoints + 1; i++) { //Top/Bottom cap if (i != numPoints) { if (sign < 0) index = indexDown; else index = indexUp; verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0); verts[i].color = color; verts[i + numPoints].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0.5f); verts[i + numPoints].color = color; if (sign < 0) indexUp += 1; else indexDown = numPoints - indexUp; // invert sign sign *= -1.0f; } //cylinder S32 imod = i % numPoints; S32 vertindex = 2 * i + (numPoints * 2); verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0); verts[vertindex].color = color; verts[vertindex + 1].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0.5f); verts[vertindex + 1].color = color; } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints-2 ); mDevice->drawPrimitive( GFXTriangleStrip, numPoints, numPoints - 2); mDevice->drawPrimitive( GFXTriangleStrip, numPoints*2, numPoints * 2); mDevice->popWorldMatrix(); } void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color, F32 baseRad ) { GFXTransformSaver saver; // Direction and length of the arrow. VectorF dir = end - start; F32 len = dir.len(); dir.normalize(); len *= 0.2f; // Base of the cone will be a distance back from the end of the arrow // proportional to the total distance of the arrow... 0.3f looks about right. Point3F coneBase = end - dir * len * 0.3f; // Calculate the radius of the cone given that we want the cone to have // an angle of 25 degrees (just because it looks good). F32 coneLen = (baseRad != 0.0f) ? baseRad * 4.0 :( end - coneBase ).len(); F32 coneDiameter = (baseRad != 0.0f) ? baseRad*4.0f : mTan( mDegToRad(25.0f) ) * coneLen; // Draw the cone on at the arrow's tip. drawCone( desc, coneBase, end, coneDiameter / 2.0f, color ); // Get the difference in length from // the start of the cone to the end // of the cylinder so we can put the // end of the cylinder right against where // the cone starts. Point3F coneDiff = end - coneBase; // Draw the cylinder. F32 stickRadius = (baseRad != 0.0f) ? baseRad : len * 0.025f; drawCylinder( desc, start, end - coneDiff, stickRadius, color ); } void GFXDrawUtil::drawFrustum( const Frustum &f, const ColorI &color ) { const Point3F *points = f.getPoints(); // Draw near and far planes. for (U32 offset = 0; offset < 8; offset+=4) { drawLine(points[offset+0], points[offset+1], color); drawLine(points[offset+2], points[offset+3], color); drawLine(points[offset+0], points[offset+2], color); drawLine(points[offset+1], points[offset+3], color); } // connect the near and far planes drawLine(points[Frustum::NearTopLeft], points[Frustum::FarTopLeft], color); drawLine(points[Frustum::NearTopRight], points[Frustum::FarTopRight], color); drawLine(points[Frustum::NearBottomLeft], points[Frustum::FarBottomLeft], color); drawLine(points[Frustum::NearBottomRight], points[Frustum::FarBottomRight], color); } void GFXDrawUtil::drawSolidPlane( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const ColorI &color ) { GFXVertexBufferHandle verts(mDevice, 4, GFXBufferTypeVolatile); verts.lock(); verts[0].point = pos + Point3F( -size.x / 2.0f, -size.y / 2.0f, 0 ); verts[0].color = color; verts[1].point = pos + Point3F( -size.x / 2.0f, size.y / 2.0f, 0 ); verts[1].color = color; verts[2].point = pos + Point3F( size.x / 2.0f, size.y / 2.0f, 0 ); verts[2].color = color; verts[3].point = pos + Point3F( size.x / 2.0f, -size.y / 2.0f, 0 ); verts[3].color = color; verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 ); } void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const Point2F &step, const ColorI &color, Plane plane ) { // Note that when calculating the number of steps, we +0.5 to round up, // and +1 for the last line (ie. 4 steps needs 5 lines to be rendered) U32 uSteps = 0; if( step.x > 0 ) uSteps = size.x / step.x + 0.5 + 1; U32 vSteps = 0; if( step.y > 0 ) vSteps = size.y / step.y + 0.5 + 1; if( uSteps <= 1 || vSteps <= 1 ) return; const U32 numVertices = uSteps * 2 + vSteps * 2; const U32 numLines = uSteps + vSteps; Point3F origin; switch( plane ) { case PlaneXY: origin = Point3F( pos.x - ( size.x / 2.0f ), pos.y - ( size.y / 2.0f ), pos.z ); break; case PlaneXZ: origin = Point3F( pos.x - ( size.x / 2.0f ), pos.y, pos.z - ( size.y / 2.0f ) ); break; case PlaneYZ: origin = Point3F( pos.x, pos.y - ( size.x / 2.0f ), pos.z - ( size.y / 2.0f ) ); break; } GFXVertexBufferHandle verts( mDevice, numVertices, GFXBufferTypeVolatile ); verts.lock(); U32 vertCount = 0; if( plane == PlaneXY || plane == PlaneXZ ) { F32 start = mFloor( origin.x / step.x + 0.5f ) * step.x; for ( U32 i = 0; i < uSteps; i++ ) { verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z ); verts[vertCount].color = color; ++vertCount; if( plane == PlaneXY ) verts[vertCount].point = Point3F( start + step.x * i, origin.y + size.y, origin.z ); else verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z + size.y ); verts[vertCount].color = color; ++vertCount; } } if( plane == PlaneXY || plane == PlaneYZ ) { U32 num; F32 stp; if( plane == PlaneXY ) { num = vSteps; stp = step.y; } else { num = uSteps; stp = step.x; } F32 start = mFloor( origin.y / stp + 0.5f ) * stp; for ( U32 i = 0; i < num; i++ ) { verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z ); verts[vertCount].color = color; ++vertCount; if( plane == PlaneXY ) verts[vertCount].point = Point3F( origin.x + size.x, start + stp * i, origin.z ); else verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z + size.x ); verts[vertCount].color = color; ++vertCount; } } if( plane == PlaneXZ || plane == PlaneYZ ) { F32 start = mFloor( origin.z / step.y + 0.5f ) * step.y; for ( U32 i = 0; i < vSteps; i++ ) { verts[vertCount].point = Point3F( origin.x, origin.y, start + step.y * i ); verts[vertCount].color = color; ++vertCount; if( plane == PlaneXZ ) verts[vertCount].point = Point3F( origin.x + size.x, origin.y, start + step.y * i ); else verts[vertCount].point = Point3F( origin.x, origin.y + size.x, start + step.y * i ); verts[vertCount].color = color; ++vertCount; } } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXLineList, 0, numLines ); } void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &mat, const Point3F *scale, const ColorI colors[3] ) { GFXTransformSaver saver; GFX->multWorld( mat ); GFXVertexBufferHandle verts( mDevice, 6, GFXBufferTypeVolatile ); verts.lock(); const static ColorI defColors[3] = { ColorI::RED, ColorI::GREEN, ColorI::BLUE }; const ColorI *colArray = ( colors != NULL ) ? colors : defColors; verts[0].point = Point3F::Zero; verts[0].color = colArray[0]; verts[1].point = Point3F( 1, 0, 0 ); verts[1].color = colArray[0]; verts[2].point = Point3F::Zero; verts[2].color = colArray[1]; verts[3].point = Point3F( 0, 1, 0 ); verts[3].color = colArray[1]; verts[4].point = Point3F::Zero; verts[4].color = colArray[2]; verts[5].point = Point3F( 0, 0, 1 ); verts[5].color = colArray[2]; if ( scale ) { verts[1].point *= *scale; verts[3].point *= *scale; verts[5].point *= *scale; } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders(); mDevice->drawPrimitive( GFXLineList, 0, 3 ); }