| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252 | //-----------------------------------------------------------------------------// 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<Instruction> &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;                   default:         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();}
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