//----------------------------------------------------------------------------- // Copyright (c) 2013 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 "torqueRecast.h" #include "duDebugDrawTorque.h" #include "gfx/gfxDevice.h" #include "gfx/primBuilder.h" #include "gfx/gfxStateBlock.h" /// @class duDebugDrawTorque /// This class uses the primitive builder (gfx/primBuild.h) to render navmeshes /// and other Recast data. To facilitate the primbuilder's requirement to know /// the number of vertices to render beforehand, this class stores all vertices /// in a buffer of its own, then passes on that known-size buffer. /// This means that you only need to call the duDebugDraw functions when your /// data changes. At other times, you can cache the duDebugDrawTorque object /// and call its render() method, which actually renders its buffered data. duDebugDrawTorque::duDebugDrawTorque() { mPrimType = 0; mQuadsMode = false; mVertCount = 0; mGroup = 0; mCurrColor = 0; mOverrideColor = 0; mOverride = false; dMemset(&mStore, 0, sizeof(mStore)); } duDebugDrawTorque::~duDebugDrawTorque() { clear(); } void duDebugDrawTorque::depthMask(bool state) { mDesc.setZReadWrite(state, state); } void duDebugDrawTorque::texture(bool state) { } /// Begin drawing primitives. /// @param prim [in] primitive type to draw, one of rcDebugDrawPrimitives. /// @param size [in] size of a primitive, applies to point size and line width only. void duDebugDrawTorque::begin(duDebugDrawPrimitives prim, float size) { mCurrColor = -1; mQuadsMode = false; mVertCount = 0; mPrimType = 0; switch(prim) { case DU_DRAW_POINTS: mPrimType = GFXPointList; break; case DU_DRAW_LINES: mPrimType = GFXLineList; break; case DU_DRAW_TRIS: mPrimType = GFXTriangleList; break; case DU_DRAW_QUADS: mPrimType = GFXTriangleList; mQuadsMode = true; break; } mBuffers.push_back(Buffer(mPrimType)); mBuffers.last().group = mGroup; mDesc.setCullMode(GFXCullNone); mDesc.setBlend(true); } void duDebugDrawTorque::beginGroup(U32 group) { mGroup = group; } /// Submit a vertex /// @param pos [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float* pos, unsigned int color) { vertex(pos[0], pos[1], pos[2], color); } /// Submit a vertex /// @param x,y,z [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color) { if(mQuadsMode) { if(mVertCount == 3) { _vertex(x, -z, y, color); _vertex(mStore[0][0], mStore[0][1], mStore[0][2], color); _vertex(mStore[1][0], mStore[1][1], mStore[1][2], color); _vertex(mStore[1][0], mStore[1][1], mStore[1][2], color); _vertex(mStore[2][0], mStore[2][1], mStore[2][2], color); _vertex(x, -z, y, color); mVertCount = 0; } else { mStore[mVertCount][0] = x; mStore[mVertCount][1] = -z; mStore[mVertCount][2] = y; mVertCount++; } } else { _vertex(x, -z, y, color); } } /// Submit a vertex /// @param pos [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float* pos, unsigned int color, const float* uv) { vertex(pos[0], pos[1], pos[2], color); } /// Submit a vertex /// @param x,y,z [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v) { vertex(x, y, z, color); } /// Push a vertex onto the buffer. void duDebugDrawTorque::_vertex(const float x, const float y, const float z, unsigned int color) { // Use override color if we must. //if(mOverride) //color = mOverrideColor; if(mCurrColor != color || !mBuffers.last().buffer.size()) { U8 r, g, b, a; // Convert color integer to components. rcCol(color, r, g, b, a); mBuffers.last().buffer.push_back(Instruction(r, g, b, a)); mCurrColor = color; } // Construct vertex data. mBuffers.last().buffer.push_back(Instruction(x, y, z)); } /// End drawing primitives. void duDebugDrawTorque::end() { } void duDebugDrawTorque::overrideColor(unsigned int col) { mOverride = true; mOverrideColor = col; } void duDebugDrawTorque::cancelOverride() { mOverride = false; } void duDebugDrawTorque::renderBuffer(Buffer &b) { PrimBuild::begin(b.primType, b.buffer.size()); Vector &buf = b.buffer; for(U32 i = 0; i < buf.size(); i++) { switch(buf[i].type) { case Instruction::POINT: PrimBuild::vertex3f(buf[i].data.point.x, buf[i].data.point.y, buf[i].data.point.z); break; case Instruction::COLOR: if(mOverride) break; PrimBuild::color4i(buf[i].data.color.r, buf[i].data.color.g, buf[i].data.color.b, buf[i].data.color.a); break; } } PrimBuild::end(); } void duDebugDrawTorque::render() { GFXStateBlockRef sb = GFX->createStateBlock(mDesc); GFX->setStateBlock(sb); // Use override color for all rendering. if(mOverride) { U8 r, g, b, a; rcCol(mOverrideColor, r, g, b, a); PrimBuild::color4i(r, g, b, a); } for(U32 b = 0; b < mBuffers.size(); b++) { renderBuffer(mBuffers[b]); } } void duDebugDrawTorque::renderGroup(U32 group) { GFXStateBlockRef sb = GFX->createStateBlock(mDesc); GFX->setStateBlock(sb); // Use override color for all rendering. if(mOverride) { U8 r, g, b, a; rcCol(mOverrideColor, r, g, b, a); PrimBuild::color4i(r, g, b, a); } for(U32 b = 0; b < mBuffers.size(); b++) { if(mBuffers[b].group == group) renderBuffer(mBuffers[b]); } } void duDebugDrawTorque::clear() { for(U32 b = 0; b < mBuffers.size(); b++) mBuffers[b].buffer.clear(); mBuffers.clear(); }