DebugRenderer.cpp 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686
  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/CoreEvents.h"
  25. #include "../Core/Profiler.h"
  26. #include "../Graphics/AnimatedModel.h"
  27. #include "../Graphics/Camera.h"
  28. #include "../Graphics/DebugRenderer.h"
  29. #include "../Graphics/Graphics.h"
  30. #include "../Graphics/Light.h"
  31. #include "../Graphics/ShaderVariation.h"
  32. #include "../Graphics/VertexBuffer.h"
  33. #include "../Math/Polyhedron.h"
  34. #include "../Resource/ResourceCache.h"
  35. #include "../DebugNew.h"
  36. namespace Atomic
  37. {
  38. extern const char* SUBSYSTEM_CATEGORY;
  39. // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields
  40. static const unsigned MAX_LINES = 1000000;
  41. // Cap the amount of triangles to prevent crash.
  42. static const unsigned MAX_TRIANGLES = 100000;
  43. DebugRenderer::DebugRenderer(Context* context) :
  44. Component(context),
  45. // ATOMIC BEGIN
  46. position1_(0, 0, 0),
  47. position2_(0, 0, 0),
  48. position3_(0, 0, 0),
  49. numGridLines_(100),
  50. scale_(0),
  51. lineLength_(0),
  52. offset_(0),
  53. scaleIncrement_(10)
  54. // ATOMIC END
  55. {
  56. vertexBuffer_ = new VertexBuffer(context_);
  57. SubscribeToEvent(E_ENDFRAME, ATOMIC_HANDLER(DebugRenderer, HandleEndFrame));
  58. }
  59. DebugRenderer::~DebugRenderer()
  60. {
  61. }
  62. void DebugRenderer::RegisterObject(Context* context)
  63. {
  64. context->RegisterFactory<DebugRenderer>(SUBSYSTEM_CATEGORY);
  65. ATOMIC_ACCESSOR_ATTRIBUTE("Line Antialias", GetLineAntiAlias, SetLineAntiAlias, bool, false, AM_DEFAULT);
  66. }
  67. void DebugRenderer::SetLineAntiAlias(bool enable)
  68. {
  69. if (enable != lineAntiAlias_)
  70. {
  71. lineAntiAlias_ = enable;
  72. MarkNetworkUpdate();
  73. }
  74. }
  75. void DebugRenderer::SetView(Camera* camera)
  76. {
  77. if (!camera)
  78. return;
  79. view_ = camera->GetView();
  80. projection_ = camera->GetProjection();
  81. gpuProjection_ = camera->GetGPUProjection();
  82. frustum_ = camera->GetFrustum();
  83. }
  84. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  85. {
  86. AddLine(start, end, color.ToUInt(), depthTest);
  87. }
  88. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
  89. {
  90. if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
  91. return;
  92. if (depthTest)
  93. lines_.Push(DebugLine(start, end, color));
  94. else
  95. noDepthLines_.Push(DebugLine(start, end, color));
  96. }
  97. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
  98. {
  99. AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
  100. }
  101. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
  102. {
  103. if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
  104. return;
  105. if (depthTest)
  106. triangles_.Push(DebugTriangle(v1, v2, v3, color));
  107. else
  108. noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
  109. }
  110. void DebugRenderer::AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, const Color& color, bool depthTest)
  111. {
  112. AddTriangle(v1, v2, v3, color, depthTest);
  113. AddTriangle(v3, v4, v1, color, depthTest);
  114. }
  115. void DebugRenderer::AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, unsigned color, bool depthTest)
  116. {
  117. AddTriangle(v1, v2, v3, color, depthTest);
  118. AddTriangle(v3, v4, v1, color, depthTest);
  119. }
  120. void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
  121. {
  122. if (!node)
  123. return;
  124. Vector3 start = node->GetWorldPosition();
  125. Quaternion rotation = node->GetWorldRotation();
  126. AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest);
  127. AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest);
  128. AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest);
  129. }
  130. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest, bool solid)
  131. {
  132. const Vector3& min = box.min_;
  133. const Vector3& max = box.max_;
  134. Vector3 v1(max.x_, min.y_, min.z_);
  135. Vector3 v2(max.x_, max.y_, min.z_);
  136. Vector3 v3(min.x_, max.y_, min.z_);
  137. Vector3 v4(min.x_, min.y_, max.z_);
  138. Vector3 v5(max.x_, min.y_, max.z_);
  139. Vector3 v6(min.x_, max.y_, max.z_);
  140. unsigned uintColor = color.ToUInt();
  141. if (!solid)
  142. {
  143. AddLine(min, v1, uintColor, depthTest);
  144. AddLine(v1, v2, uintColor, depthTest);
  145. AddLine(v2, v3, uintColor, depthTest);
  146. AddLine(v3, min, uintColor, depthTest);
  147. AddLine(v4, v5, uintColor, depthTest);
  148. AddLine(v5, max, uintColor, depthTest);
  149. AddLine(max, v6, uintColor, depthTest);
  150. AddLine(v6, v4, uintColor, depthTest);
  151. AddLine(min, v4, uintColor, depthTest);
  152. AddLine(v1, v5, uintColor, depthTest);
  153. AddLine(v2, max, uintColor, depthTest);
  154. AddLine(v3, v6, uintColor, depthTest);
  155. }
  156. else
  157. {
  158. AddPolygon(min, v1, v2, v3, uintColor, depthTest);
  159. AddPolygon(v4, v5, max, v6, uintColor, depthTest);
  160. AddPolygon(min, v4, v6, v3, uintColor, depthTest);
  161. AddPolygon(v1, v5, max, v2, uintColor, depthTest);
  162. AddPolygon(v3, v2, max, v6, uintColor, depthTest);
  163. AddPolygon(min, v1, v5, v4, uintColor, depthTest);
  164. }
  165. }
  166. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest, bool solid)
  167. {
  168. const Vector3& min = box.min_;
  169. const Vector3& max = box.max_;
  170. Vector3 v0(transform * min);
  171. Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_));
  172. Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_));
  173. Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_));
  174. Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_));
  175. Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_));
  176. Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_));
  177. Vector3 v7(transform * max);
  178. unsigned uintColor = color.ToUInt();
  179. if (!solid)
  180. {
  181. AddLine(v0, v1, uintColor, depthTest);
  182. AddLine(v1, v2, uintColor, depthTest);
  183. AddLine(v2, v3, uintColor, depthTest);
  184. AddLine(v3, v0, uintColor, depthTest);
  185. AddLine(v4, v5, uintColor, depthTest);
  186. AddLine(v5, v7, uintColor, depthTest);
  187. AddLine(v7, v6, uintColor, depthTest);
  188. AddLine(v6, v4, uintColor, depthTest);
  189. AddLine(v0, v4, uintColor, depthTest);
  190. AddLine(v1, v5, uintColor, depthTest);
  191. AddLine(v2, v7, uintColor, depthTest);
  192. AddLine(v3, v6, uintColor, depthTest);
  193. }
  194. else
  195. {
  196. AddPolygon(v0, v1, v2, v3, uintColor, depthTest);
  197. AddPolygon(v4, v5, v7, v6, uintColor, depthTest);
  198. AddPolygon(v0, v4, v6, v3, uintColor, depthTest);
  199. AddPolygon(v1, v5, v7, v2, uintColor, depthTest);
  200. AddPolygon(v3, v2, v7, v6, uintColor, depthTest);
  201. AddPolygon(v0, v1, v5, v4, uintColor, depthTest);
  202. }
  203. }
  204. void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  205. {
  206. const Vector3* vertices = frustum.vertices_;
  207. unsigned uintColor = color.ToUInt();
  208. AddLine(vertices[0], vertices[1], uintColor, depthTest);
  209. AddLine(vertices[1], vertices[2], uintColor, depthTest);
  210. AddLine(vertices[2], vertices[3], uintColor, depthTest);
  211. AddLine(vertices[3], vertices[0], uintColor, depthTest);
  212. AddLine(vertices[4], vertices[5], uintColor, depthTest);
  213. AddLine(vertices[5], vertices[6], uintColor, depthTest);
  214. AddLine(vertices[6], vertices[7], uintColor, depthTest);
  215. AddLine(vertices[7], vertices[4], uintColor, depthTest);
  216. AddLine(vertices[0], vertices[4], uintColor, depthTest);
  217. AddLine(vertices[1], vertices[5], uintColor, depthTest);
  218. AddLine(vertices[2], vertices[6], uintColor, depthTest);
  219. AddLine(vertices[3], vertices[7], uintColor, depthTest);
  220. }
  221. void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
  222. {
  223. unsigned uintColor = color.ToUInt();
  224. for (unsigned i = 0; i < poly.faces_.Size(); ++i)
  225. {
  226. const PODVector<Vector3>& face = poly.faces_[i];
  227. if (face.Size() >= 3)
  228. {
  229. for (unsigned j = 0; j < face.Size(); ++j)
  230. AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
  231. }
  232. }
  233. }
  234. static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi)
  235. {
  236. return Vector3(
  237. sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi),
  238. sphere.center_.y_ + sphere.radius_ * Cos((float)phi),
  239. sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi)
  240. );
  241. }
  242. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  243. {
  244. unsigned uintColor = color.ToUInt();
  245. for (unsigned j = 0; j < 180; j += 45)
  246. {
  247. for (unsigned i = 0; i < 360; i += 45)
  248. {
  249. Vector3 p1 = PointOnSphere(sphere, i, j);
  250. Vector3 p2 = PointOnSphere(sphere, i + 45, j);
  251. Vector3 p3 = PointOnSphere(sphere, i, j + 45);
  252. Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45);
  253. AddLine(p1, p2, uintColor, depthTest);
  254. AddLine(p3, p4, uintColor, depthTest);
  255. AddLine(p1, p3, uintColor, depthTest);
  256. AddLine(p2, p4, uintColor, depthTest);
  257. }
  258. }
  259. }
  260. void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
  261. {
  262. Sphere sphere(position, radius);
  263. Vector3 heightVec(0, height, 0);
  264. Vector3 offsetXVec(radius, 0, 0);
  265. Vector3 offsetZVec(0, 0, radius);
  266. for (unsigned i = 0; i < 360; i += 45)
  267. {
  268. Vector3 p1 = PointOnSphere(sphere, i, 90);
  269. Vector3 p2 = PointOnSphere(sphere, i + 45, 90);
  270. AddLine(p1, p2, color, depthTest);
  271. AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
  272. }
  273. AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
  274. AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
  275. AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
  276. AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
  277. }
  278. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  279. {
  280. const Vector<Bone>& bones = skeleton.GetBones();
  281. if (!bones.Size())
  282. return;
  283. unsigned uintColor = color.ToUInt();
  284. for (unsigned i = 0; i < bones.Size(); ++i)
  285. {
  286. // Skip if bone contains no skinned geometry
  287. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  288. continue;
  289. Node* boneNode = bones[i].node_;
  290. if (!boneNode)
  291. continue;
  292. Vector3 start = boneNode->GetWorldPosition();
  293. Vector3 end;
  294. unsigned j = bones[i].parentIndex_;
  295. Node* parentNode = boneNode->GetParent();
  296. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  297. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  298. end = parentNode->GetWorldPosition();
  299. else
  300. end = start;
  301. AddLine(start, end, uintColor, depthTest);
  302. }
  303. }
  304. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  305. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  306. {
  307. unsigned uintColor = color.ToUInt();
  308. const unsigned char* srcData = (const unsigned char*)vertexData;
  309. // 16-bit indices
  310. if (indexSize == sizeof(unsigned short))
  311. {
  312. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  313. const unsigned short* indicesEnd = indices + indexCount;
  314. while (indices < indicesEnd)
  315. {
  316. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  317. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  318. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  319. AddLine(v0, v1, uintColor, depthTest);
  320. AddLine(v1, v2, uintColor, depthTest);
  321. AddLine(v2, v0, uintColor, depthTest);
  322. indices += 3;
  323. }
  324. }
  325. else
  326. {
  327. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  328. const unsigned* indicesEnd = indices + indexCount;
  329. while (indices < indicesEnd)
  330. {
  331. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  332. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  333. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  334. AddLine(v0, v1, uintColor, depthTest);
  335. AddLine(v1, v2, uintColor, depthTest);
  336. AddLine(v2, v0, uintColor, depthTest);
  337. indices += 3;
  338. }
  339. }
  340. }
  341. void DebugRenderer::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
  342. {
  343. Quaternion orientation;
  344. orientation.FromRotationTo(Vector3::UP, normal.Normalized());
  345. Vector3 p = orientation * Vector3(radius, 0, 0) + center;
  346. unsigned uintColor = color.ToUInt();
  347. for(int i = 1; i <= steps; ++i)
  348. {
  349. const float angle = (float)i / (float)steps * 360.0f;
  350. Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
  351. Vector3 c = orientation * v + center;
  352. AddLine(p, c, uintColor, depthTest);
  353. p = c;
  354. }
  355. p = center + normal * (radius / 4.0f);
  356. AddLine(center, p, uintColor, depthTest);
  357. }
  358. void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
  359. {
  360. unsigned uintColor = color.ToUInt();
  361. float halfSize = size / 2.0f;
  362. for (int i = 0; i < 3; ++i)
  363. {
  364. float start[3] = { center.x_, center.y_, center.z_ };
  365. float end[3] = { center.x_, center.y_, center.z_ };
  366. start[i] -= halfSize;
  367. end[i] += halfSize;
  368. AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
  369. }
  370. }
  371. void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
  372. {
  373. unsigned uintColor = color.ToUInt();
  374. Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
  375. Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
  376. Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
  377. Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
  378. AddLine(v0, v1, uintColor, depthTest);
  379. AddLine(v1, v2, uintColor, depthTest);
  380. AddLine(v2, v3, uintColor, depthTest);
  381. AddLine(v3, v0, uintColor, depthTest);
  382. }
  383. void DebugRenderer::Render()
  384. {
  385. if (!HasContent())
  386. return;
  387. Graphics* graphics = GetSubsystem<Graphics>();
  388. // Engine does not render when window is closed or device is lost
  389. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  390. ATOMIC_PROFILE(RenderDebugGeometry);
  391. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  392. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  393. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  394. // Resize the vertex buffer if too small or much too large
  395. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  396. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  397. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  398. if (!dest)
  399. return;
  400. for (unsigned i = 0; i < lines_.Size(); ++i)
  401. {
  402. const DebugLine& line = lines_[i];
  403. dest[0] = line.start_.x_;
  404. dest[1] = line.start_.y_;
  405. dest[2] = line.start_.z_;
  406. ((unsigned&)dest[3]) = line.color_;
  407. dest[4] = line.end_.x_;
  408. dest[5] = line.end_.y_;
  409. dest[6] = line.end_.z_;
  410. ((unsigned&)dest[7]) = line.color_;
  411. dest += 8;
  412. }
  413. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  414. {
  415. const DebugLine& line = noDepthLines_[i];
  416. dest[0] = line.start_.x_;
  417. dest[1] = line.start_.y_;
  418. dest[2] = line.start_.z_;
  419. ((unsigned&)dest[3]) = line.color_;
  420. dest[4] = line.end_.x_;
  421. dest[5] = line.end_.y_;
  422. dest[6] = line.end_.z_;
  423. ((unsigned&)dest[7]) = line.color_;
  424. dest += 8;
  425. }
  426. for (unsigned i = 0; i < triangles_.Size(); ++i)
  427. {
  428. const DebugTriangle& triangle = triangles_[i];
  429. dest[0] = triangle.v1_.x_;
  430. dest[1] = triangle.v1_.y_;
  431. dest[2] = triangle.v1_.z_;
  432. ((unsigned&)dest[3]) = triangle.color_;
  433. dest[4] = triangle.v2_.x_;
  434. dest[5] = triangle.v2_.y_;
  435. dest[6] = triangle.v2_.z_;
  436. ((unsigned&)dest[7]) = triangle.color_;
  437. dest[8] = triangle.v3_.x_;
  438. dest[9] = triangle.v3_.y_;
  439. dest[10] = triangle.v3_.z_;
  440. ((unsigned&)dest[11]) = triangle.color_;
  441. dest += 12;
  442. }
  443. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  444. {
  445. const DebugTriangle& triangle = noDepthTriangles_[i];
  446. dest[0] = triangle.v1_.x_;
  447. dest[1] = triangle.v1_.y_;
  448. dest[2] = triangle.v1_.z_;
  449. ((unsigned&)dest[3]) = triangle.color_;
  450. dest[4] = triangle.v2_.x_;
  451. dest[5] = triangle.v2_.y_;
  452. dest[6] = triangle.v2_.z_;
  453. ((unsigned&)dest[7]) = triangle.color_;
  454. dest[8] = triangle.v3_.x_;
  455. dest[9] = triangle.v3_.y_;
  456. dest[10] = triangle.v3_.z_;
  457. ((unsigned&)dest[11]) = triangle.color_;
  458. dest += 12;
  459. }
  460. vertexBuffer_->Unlock();
  461. graphics->SetBlendMode(lineAntiAlias_ ? BLEND_ALPHA : BLEND_REPLACE);
  462. graphics->SetColorWrite(true);
  463. graphics->SetCullMode(CULL_NONE);
  464. graphics->SetDepthWrite(true);
  465. graphics->SetLineAntiAlias(lineAntiAlias_);
  466. graphics->SetScissorTest(false);
  467. graphics->SetStencilTest(false);
  468. graphics->SetShaders(vs, ps);
  469. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  470. graphics->SetShaderParameter(VSP_VIEW, view_);
  471. graphics->SetShaderParameter(VSP_VIEWINV, view_.Inverse());
  472. graphics->SetShaderParameter(VSP_VIEWPROJ, gpuProjection_ * view_);
  473. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  474. graphics->SetVertexBuffer(vertexBuffer_);
  475. unsigned start = 0;
  476. unsigned count = 0;
  477. if (lines_.Size())
  478. {
  479. count = lines_.Size() * 2;
  480. graphics->SetDepthTest(CMP_LESSEQUAL);
  481. graphics->Draw(LINE_LIST, start, count);
  482. start += count;
  483. }
  484. if (noDepthLines_.Size())
  485. {
  486. count = noDepthLines_.Size() * 2;
  487. graphics->SetDepthTest(CMP_ALWAYS);
  488. graphics->Draw(LINE_LIST, start, count);
  489. start += count;
  490. }
  491. graphics->SetBlendMode(BLEND_ALPHA);
  492. graphics->SetDepthWrite(false);
  493. if (triangles_.Size())
  494. {
  495. count = triangles_.Size() * 3;
  496. graphics->SetDepthTest(CMP_LESSEQUAL);
  497. graphics->Draw(TRIANGLE_LIST, start, count);
  498. start += count;
  499. }
  500. if (noDepthTriangles_.Size())
  501. {
  502. count = noDepthTriangles_.Size() * 3;
  503. graphics->SetDepthTest(CMP_ALWAYS);
  504. graphics->Draw(TRIANGLE_LIST, start, count);
  505. }
  506. graphics->SetLineAntiAlias(false);
  507. }
  508. bool DebugRenderer::IsInside(const BoundingBox& box) const
  509. {
  510. return frustum_.IsInsideFast(box) == INSIDE;
  511. }
  512. bool DebugRenderer::HasContent() const
  513. {
  514. return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
  515. }
  516. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  517. {
  518. // When the amount of debug geometry is reduced, release memory
  519. unsigned linesSize = lines_.Size();
  520. unsigned noDepthLinesSize = noDepthLines_.Size();
  521. unsigned trianglesSize = triangles_.Size();
  522. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  523. lines_.Clear();
  524. noDepthLines_.Clear();
  525. triangles_.Clear();
  526. noDepthTriangles_.Clear();
  527. if (lines_.Capacity() > linesSize * 2)
  528. lines_.Reserve(linesSize);
  529. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  530. noDepthLines_.Reserve(noDepthLinesSize);
  531. if (triangles_.Capacity() > trianglesSize * 2)
  532. triangles_.Reserve(trianglesSize);
  533. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  534. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  535. }
  536. // ATOMIC BEGIN
  537. void DebugRenderer::CreateXAxisLines(unsigned gridColor, bool depthTest, int x, int y, int z)
  538. {
  539. for (int i = 0; i < numGridLines_; i++)
  540. {
  541. position1_ = Vector3(x, y, z - offset_);
  542. position2_ = Vector3(position1_.x_ + lineLength_, y, z - offset_);
  543. position3_ = Vector3(position1_.x_ + -lineLength_, y, z - offset_);
  544. AddLine(position1_, position2_, gridColor, depthTest);
  545. AddLine(position3_, position1_, gridColor, depthTest);
  546. z += scale_;
  547. }
  548. }
  549. void DebugRenderer::CreateZAxisLines(unsigned gridColor, bool depthTest, int x, int y, int z)
  550. {
  551. for (int j = 0; j < numGridLines_; j++)
  552. {
  553. position1_ = Vector3(x - offset_, y, z);
  554. position2_ = Vector3(x - offset_, y, position1_.z_ + lineLength_);
  555. position3_ = Vector3(x - offset_, y, position1_.z_ + -lineLength_);
  556. AddLine(position1_, position2_, gridColor, depthTest);
  557. AddLine(position3_, position1_, gridColor, depthTest);
  558. x += scale_;
  559. }
  560. }
  561. void DebugRenderer::CreateGrid(const Color& grid, bool depthTest, Vector3 position)
  562. {
  563. unsigned gridColor = grid.ToUInt();
  564. scale_ = position.y_ / scaleIncrement_;
  565. if (position.y_ < scaleIncrement_)
  566. scale_ = 1;
  567. lineLength_ = (numGridLines_ / 2) * scale_;
  568. offset_ = (numGridLines_ / 2) * scale_;
  569. CreateXAxisLines(gridColor, depthTest, 0, 0, 0);
  570. CreateZAxisLines(gridColor, depthTest, 0, 0, 0);
  571. }
  572. // ATOMIC END
  573. }