// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Math/Color.h" #include "../Math/Frustum.h" #include "../Scene/Component.h" namespace Atomic { class BoundingBox; class Camera; class Polyhedron; class Drawable; class Light; class Matrix3x4; class Renderer; class Skeleton; class Sphere; class VertexBuffer; /// Debug rendering line. struct DebugLine { /// Construct undefined. DebugLine() { } /// Construct with start and end positions and color. DebugLine(const Vector3& start, const Vector3& end, unsigned color) : start_(start), end_(end), color_(color) { } /// Start position. Vector3 start_; /// End position. Vector3 end_; /// Color. unsigned color_; }; /// Debug render triangle. struct DebugTriangle { /// Construct undefined. DebugTriangle() { } /// Construct with start and end positions and color. DebugTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color) : v1_(v1), v2_(v2), v3_(v3), color_(color) { } /// Vertex a. Vector3 v1_; /// Vertex b. Vector3 v2_; /// Vertex c. Vector3 v3_; /// Color. unsigned color_; }; /// Debug geometry rendering component. Should be added only to the root scene node. class ATOMIC_API DebugRenderer : public Component { ATOMIC_OBJECT(DebugRenderer, Component); public: /// Construct. DebugRenderer(Context* context); /// Destruct. virtual ~DebugRenderer(); /// Register object factory. static void RegisterObject(Context* context); /// Set line antialiasing on/off. Default false. void SetLineAntiAlias(bool enable); /// Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling. void SetView(Camera* camera); /// Add a line. void AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest = true); /// Add a line with color already converted to unsigned. void AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest = true); /// Add a solid triangle. void AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest = true); /// Add a solid triangle with color already converted to unsigned. void AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest = true); /// Add a solid quadrangular polygon. void AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, const Color& color, bool depthTest = true); /// Add a solid quadrangular polygon with color already converted to unsigned. void AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, unsigned color, bool depthTest = true); /// Add a scene node represented as its coordinate axes. void AddNode(Node* node, float scale = 1.0f, bool depthTest = true); /// Add a bounding box. void AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest = true, bool solid = false); /// Add a bounding box with transform. void AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest = true, bool solid = false); /// Add a frustum. void AddFrustum(const Frustum& frustum, const Color& color, bool depthTest = true); /// Add a polyhedron. void AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest = true); /// Add a sphere. void AddSphere(const Sphere& sphere, const Color& color, bool depthTest = true); /// Add a sphere sector. void AddSphereSector(const Sphere& sphere, const Quaternion& rotation, float angle, bool drawLines, const Color& color, bool depthTest = true); /// Add a cylinder void AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest = true); /// Add a skeleton. void AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest = true); /// Add a triangle mesh. void AddTriangleMesh (const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest = true); /// Add a circle. void AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps = 64, bool depthTest = true); /// Add a cross. void AddCross(const Vector3& center, float size, const Color& color, bool depthTest = true); /// Add a quad on the XZ plane. void AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest = true); /// Update vertex buffer and render all debug lines. The viewport and rendertarget should be set before. void Render(); /// Return whether line antialiasing is enabled. bool GetLineAntiAlias() const { return lineAntiAlias_; } /// Return the view transform. const Matrix3x4& GetView() const { return view_; } /// Return the projection transform. const Matrix4& GetProjection() const { return projection_; } /// Return the view frustum. const Frustum& GetFrustum() const { return frustum_; } /// Check whether a bounding box is inside the view frustum. bool IsInside(const BoundingBox& box) const; /// Return whether has something to render. bool HasContent() const; // ATOMIC BEGIN /// Creates a grid on all axis void CreateGrid(const Color& grid, bool depthTest, Vector3 position); void CreateXAxisLines(unsigned gridColor, bool depthTest, int x, int y, int z); void CreateZAxisLines(unsigned gridColor, bool depthTest, int x, int y, int z); // ATOMIC END private: /// Handle end of frame. Clear debug geometry. void HandleEndFrame(StringHash eventType, VariantMap& eventData); /// Lines rendered with depth test. PODVector lines_; /// Lines rendered without depth test. PODVector noDepthLines_; /// Triangles rendered with depth test. PODVector triangles_; /// Triangles rendered without depth test. PODVector noDepthTriangles_; /// View transform. Matrix3x4 view_; /// Projection transform. Matrix4 projection_; /// Projection transform in API-specific format. Matrix4 gpuProjection_; /// View frustum. Frustum frustum_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Line antialiasing flag. bool lineAntiAlias_; // ATOMIC BEGIN /// Positioning of grid lines point 1 Vector3 position1_; /// Positioning of grid lines point 2 Vector3 position2_; /// Positioning of grid lines point 3 Vector3 position3_; /// Number of total grid lines int numGridLines_; /// Length of a grid line int lineLength_; /// Offset centres the grid int offset_; /// Scales the grid according to y-position of camera int scale_; /// The amount the scale gets incremented int scaleIncrement_; // ATOMIC END }; }