DebugRenderer.cpp 18 KB

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  1. //
  2. // Copyright (c) 2008-2015 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/Camera.h"
  27. #include "../Graphics/DebugRenderer.h"
  28. #include "../Graphics/Graphics.h"
  29. #include "../Graphics/Light.h"
  30. #include "../Graphics/ShaderVariation.h"
  31. #include "../Graphics/VertexBuffer.h"
  32. #include "../Math/Polyhedron.h"
  33. #include "../Resource/ResourceCache.h"
  34. #include "../DebugNew.h"
  35. #ifdef ATOMIC_3D
  36. #include "../Atomic3D/AnimatedModel.h"
  37. #else
  38. #include "../Scene/Node.h"
  39. #endif
  40. namespace Atomic
  41. {
  42. extern const char* SUBSYSTEM_CATEGORY;
  43. // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields
  44. static const unsigned MAX_LINES = 1000000;
  45. // Cap the amount of triangles to prevent crash.
  46. static const unsigned MAX_TRIANGLES = 100000;
  47. DebugRenderer::DebugRenderer(Context* context) :
  48. Component(context)
  49. {
  50. vertexBuffer_ = new VertexBuffer(context_);
  51. SubscribeToEvent(E_ENDFRAME, HANDLER(DebugRenderer, HandleEndFrame));
  52. }
  53. DebugRenderer::~DebugRenderer()
  54. {
  55. }
  56. void DebugRenderer::RegisterObject(Context* context)
  57. {
  58. context->RegisterFactory<DebugRenderer>(SUBSYSTEM_CATEGORY);
  59. }
  60. void DebugRenderer::SetView(Camera* camera)
  61. {
  62. if (!camera)
  63. return;
  64. view_ = camera->GetView();
  65. projection_ = camera->GetProjection();
  66. frustum_ = camera->GetFrustum();
  67. }
  68. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  69. {
  70. AddLine(start, end, color.ToUInt(), depthTest);
  71. }
  72. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
  73. {
  74. if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
  75. return;
  76. if (depthTest)
  77. lines_.Push(DebugLine(start, end, color));
  78. else
  79. noDepthLines_.Push(DebugLine(start, end, color));
  80. }
  81. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
  82. {
  83. AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
  84. }
  85. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
  86. {
  87. if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
  88. return;
  89. if (depthTest)
  90. triangles_.Push(DebugTriangle(v1, v2, v3, color));
  91. else
  92. noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
  93. }
  94. void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
  95. {
  96. if (!node)
  97. return;
  98. Vector3 start = node->GetWorldPosition();
  99. Quaternion rotation = node->GetWorldRotation();
  100. AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest);
  101. AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest);
  102. AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest);
  103. }
  104. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
  105. {
  106. const Vector3& min = box.min_;
  107. const Vector3& max = box.max_;
  108. Vector3 v1(max.x_, min.y_, min.z_);
  109. Vector3 v2(max.x_, max.y_, min.z_);
  110. Vector3 v3(min.x_, max.y_, min.z_);
  111. Vector3 v4(min.x_, min.y_, max.z_);
  112. Vector3 v5(max.x_, min.y_, max.z_);
  113. Vector3 v6(min.x_, max.y_, max.z_);
  114. unsigned uintColor = color.ToUInt();
  115. AddLine(min, v1, uintColor, depthTest);
  116. AddLine(v1, v2, uintColor, depthTest);
  117. AddLine(v2, v3, uintColor, depthTest);
  118. AddLine(v3, min, uintColor, depthTest);
  119. AddLine(v4, v5, uintColor, depthTest);
  120. AddLine(v5, max, uintColor, depthTest);
  121. AddLine(max, v6, uintColor, depthTest);
  122. AddLine(v6, v4, uintColor, depthTest);
  123. AddLine(min, v4, uintColor, depthTest);
  124. AddLine(v1, v5, uintColor, depthTest);
  125. AddLine(v2, max, uintColor, depthTest);
  126. AddLine(v3, v6, uintColor, depthTest);
  127. }
  128. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest)
  129. {
  130. const Vector3& min = box.min_;
  131. const Vector3& max = box.max_;
  132. Vector3 v0(transform * min);
  133. Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_));
  134. Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_));
  135. Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_));
  136. Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_));
  137. Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_));
  138. Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_));
  139. Vector3 v7(transform * max);
  140. unsigned uintColor = color.ToUInt();
  141. AddLine(v0, v1, uintColor, depthTest);
  142. AddLine(v1, v2, uintColor, depthTest);
  143. AddLine(v2, v3, uintColor, depthTest);
  144. AddLine(v3, v0, uintColor, depthTest);
  145. AddLine(v4, v5, uintColor, depthTest);
  146. AddLine(v5, v7, uintColor, depthTest);
  147. AddLine(v7, v6, uintColor, depthTest);
  148. AddLine(v6, v4, uintColor, depthTest);
  149. AddLine(v0, v4, uintColor, depthTest);
  150. AddLine(v1, v5, uintColor, depthTest);
  151. AddLine(v2, v7, uintColor, depthTest);
  152. AddLine(v3, v6, uintColor, depthTest);
  153. }
  154. void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  155. {
  156. const Vector3* vertices = frustum.vertices_;
  157. unsigned uintColor = color.ToUInt();
  158. AddLine(vertices[0], vertices[1], uintColor, depthTest);
  159. AddLine(vertices[1], vertices[2], uintColor, depthTest);
  160. AddLine(vertices[2], vertices[3], uintColor, depthTest);
  161. AddLine(vertices[3], vertices[0], uintColor, depthTest);
  162. AddLine(vertices[4], vertices[5], uintColor, depthTest);
  163. AddLine(vertices[5], vertices[6], uintColor, depthTest);
  164. AddLine(vertices[6], vertices[7], uintColor, depthTest);
  165. AddLine(vertices[7], vertices[4], uintColor, depthTest);
  166. AddLine(vertices[0], vertices[4], uintColor, depthTest);
  167. AddLine(vertices[1], vertices[5], uintColor, depthTest);
  168. AddLine(vertices[2], vertices[6], uintColor, depthTest);
  169. AddLine(vertices[3], vertices[7], uintColor, depthTest);
  170. }
  171. void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
  172. {
  173. unsigned uintColor = color.ToUInt();
  174. for (unsigned i = 0; i < poly.faces_.Size(); ++i)
  175. {
  176. const PODVector<Vector3>& face = poly.faces_[i];
  177. if (face.Size() >= 3)
  178. {
  179. for (unsigned j = 0; j < face.Size(); ++j)
  180. AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
  181. }
  182. }
  183. }
  184. static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi)
  185. {
  186. return Vector3(
  187. sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi),
  188. sphere.center_.y_ + sphere.radius_ * Cos((float)phi),
  189. sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi)
  190. );
  191. }
  192. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  193. {
  194. unsigned uintColor = color.ToUInt();
  195. for (unsigned j = 0; j < 180; j += 45)
  196. {
  197. for (unsigned i = 0; i < 360; i += 45)
  198. {
  199. Vector3 p1 = PointOnSphere(sphere, i, j);
  200. Vector3 p2 = PointOnSphere(sphere, i + 45, j);
  201. Vector3 p3 = PointOnSphere(sphere, i, j + 45);
  202. Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45);
  203. AddLine(p1, p2, uintColor, depthTest);
  204. AddLine(p3, p4, uintColor, depthTest);
  205. AddLine(p1, p3, uintColor, depthTest);
  206. AddLine(p2, p4, uintColor, depthTest);
  207. }
  208. }
  209. }
  210. void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
  211. {
  212. Sphere sphere(position, radius);
  213. Vector3 heightVec(0, height, 0);
  214. Vector3 offsetXVec(radius, 0, 0);
  215. Vector3 offsetZVec(0, 0, radius);
  216. for (unsigned i = 0; i < 360; i += 45)
  217. {
  218. Vector3 p1 = PointOnSphere(sphere, i, 90);
  219. Vector3 p2 = PointOnSphere(sphere, i + 45, 90);
  220. AddLine(p1, p2, color, depthTest);
  221. AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
  222. }
  223. AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
  224. AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
  225. AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
  226. AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
  227. }
  228. #ifdef ATOMIC_3D
  229. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  230. {
  231. const Vector<Bone>& bones = skeleton.GetBones();
  232. if (!bones.Size())
  233. return;
  234. unsigned uintColor = color.ToUInt();
  235. for (unsigned i = 0; i < bones.Size(); ++i)
  236. {
  237. // Skip if bone contains no skinned geometry
  238. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  239. continue;
  240. Node* boneNode = bones[i].node_;
  241. if (!boneNode)
  242. continue;
  243. Vector3 start = boneNode->GetWorldPosition();
  244. Vector3 end;
  245. unsigned j = bones[i].parentIndex_;
  246. Node* parentNode = boneNode->GetParent();
  247. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  248. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  249. end = parentNode->GetWorldPosition();
  250. else
  251. end = start;
  252. AddLine(start, end, uintColor, depthTest);
  253. }
  254. }
  255. #endif
  256. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  257. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  258. {
  259. unsigned uintColor = color.ToUInt();
  260. const unsigned char* srcData = (const unsigned char*)vertexData;
  261. // 16-bit indices
  262. if (indexSize == sizeof(unsigned short))
  263. {
  264. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  265. const unsigned short* indicesEnd = indices + indexCount;
  266. while (indices < indicesEnd)
  267. {
  268. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  269. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  270. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  271. AddLine(v0, v1, uintColor, depthTest);
  272. AddLine(v1, v2, uintColor, depthTest);
  273. AddLine(v2, v0, uintColor, depthTest);
  274. indices += 3;
  275. }
  276. }
  277. else
  278. {
  279. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  280. const unsigned* indicesEnd = indices + indexCount;
  281. while (indices < indicesEnd)
  282. {
  283. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  284. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  285. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  286. AddLine(v0, v1, uintColor, depthTest);
  287. AddLine(v1, v2, uintColor, depthTest);
  288. AddLine(v2, v0, uintColor, depthTest);
  289. indices += 3;
  290. }
  291. }
  292. }
  293. void DebugRenderer::Render()
  294. {
  295. if (!HasContent())
  296. return;
  297. Graphics* graphics = GetSubsystem<Graphics>();
  298. // Engine does not render when window is closed or device is lost
  299. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  300. PROFILE(RenderDebugGeometry);
  301. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  302. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  303. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  304. // Resize the vertex buffer if too small or much too large
  305. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  306. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  307. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  308. if (!dest)
  309. return;
  310. for (unsigned i = 0; i < lines_.Size(); ++i)
  311. {
  312. const DebugLine& line = lines_[i];
  313. dest[0] = line.start_.x_;
  314. dest[1] = line.start_.y_;
  315. dest[2] = line.start_.z_;
  316. ((unsigned&)dest[3]) = line.color_;
  317. dest[4] = line.end_.x_;
  318. dest[5] = line.end_.y_;
  319. dest[6] = line.end_.z_;
  320. ((unsigned&)dest[7]) = line.color_;
  321. dest += 8;
  322. }
  323. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  324. {
  325. const DebugLine& line = noDepthLines_[i];
  326. dest[0] = line.start_.x_;
  327. dest[1] = line.start_.y_;
  328. dest[2] = line.start_.z_;
  329. ((unsigned&)dest[3]) = line.color_;
  330. dest[4] = line.end_.x_;
  331. dest[5] = line.end_.y_;
  332. dest[6] = line.end_.z_;
  333. ((unsigned&)dest[7]) = line.color_;
  334. dest += 8;
  335. }
  336. for (unsigned i = 0; i < triangles_.Size(); ++i)
  337. {
  338. const DebugTriangle& triangle = triangles_[i];
  339. dest[0] = triangle.v1_.x_;
  340. dest[1] = triangle.v1_.y_;
  341. dest[2] = triangle.v1_.z_;
  342. ((unsigned&)dest[3]) = triangle.color_;
  343. dest[4] = triangle.v2_.x_;
  344. dest[5] = triangle.v2_.y_;
  345. dest[6] = triangle.v2_.z_;
  346. ((unsigned&)dest[7]) = triangle.color_;
  347. dest[8] = triangle.v3_.x_;
  348. dest[9] = triangle.v3_.y_;
  349. dest[10] = triangle.v3_.z_;
  350. ((unsigned&)dest[11]) = triangle.color_;
  351. dest += 12;
  352. }
  353. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  354. {
  355. const DebugTriangle& triangle = noDepthTriangles_[i];
  356. dest[0] = triangle.v1_.x_;
  357. dest[1] = triangle.v1_.y_;
  358. dest[2] = triangle.v1_.z_;
  359. ((unsigned&)dest[3]) = triangle.color_;
  360. dest[4] = triangle.v2_.x_;
  361. dest[5] = triangle.v2_.y_;
  362. dest[6] = triangle.v2_.z_;
  363. ((unsigned&)dest[7]) = triangle.color_;
  364. dest[8] = triangle.v3_.x_;
  365. dest[9] = triangle.v3_.y_;
  366. dest[10] = triangle.v3_.z_;
  367. ((unsigned&)dest[11]) = triangle.color_;
  368. dest += 12;
  369. }
  370. vertexBuffer_->Unlock();
  371. graphics->SetBlendMode(BLEND_REPLACE);
  372. graphics->SetColorWrite(true);
  373. graphics->SetCullMode(CULL_NONE);
  374. graphics->SetDepthWrite(true);
  375. graphics->SetScissorTest(false);
  376. graphics->SetStencilTest(false);
  377. graphics->SetShaders(vs, ps);
  378. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  379. graphics->SetShaderParameter(VSP_VIEWPROJ, projection_ * view_);
  380. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  381. graphics->SetVertexBuffer(vertexBuffer_);
  382. unsigned start = 0;
  383. unsigned count = 0;
  384. if (lines_.Size())
  385. {
  386. count = lines_.Size() * 2;
  387. graphics->SetDepthTest(CMP_LESSEQUAL);
  388. graphics->Draw(LINE_LIST, start, count);
  389. start += count;
  390. }
  391. if (noDepthLines_.Size())
  392. {
  393. count = noDepthLines_.Size() * 2;
  394. graphics->SetDepthTest(CMP_ALWAYS);
  395. graphics->Draw(LINE_LIST, start, count);
  396. start += count;
  397. }
  398. graphics->SetBlendMode(BLEND_ALPHA);
  399. if (triangles_.Size())
  400. {
  401. count = triangles_.Size() * 3;
  402. graphics->SetDepthTest(CMP_LESSEQUAL);
  403. graphics->Draw(TRIANGLE_LIST, start, count);
  404. start += count;
  405. }
  406. if (noDepthTriangles_.Size())
  407. {
  408. count = noDepthTriangles_.Size() * 3;
  409. graphics->SetDepthTest(CMP_ALWAYS);
  410. graphics->Draw(TRIANGLE_LIST, start, count);
  411. }
  412. }
  413. bool DebugRenderer::IsInside(const BoundingBox& box) const
  414. {
  415. return frustum_.IsInsideFast(box) == INSIDE;
  416. }
  417. bool DebugRenderer::HasContent() const
  418. {
  419. return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
  420. }
  421. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  422. {
  423. // When the amount of debug geometry is reduced, release memory
  424. unsigned linesSize = lines_.Size();
  425. unsigned noDepthLinesSize = noDepthLines_.Size();
  426. unsigned trianglesSize = triangles_.Size();
  427. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  428. lines_.Clear();
  429. noDepthLines_.Clear();
  430. triangles_.Clear();
  431. noDepthTriangles_.Clear();
  432. if (lines_.Capacity() > linesSize * 2)
  433. lines_.Reserve(linesSize);
  434. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  435. noDepthLines_.Reserve(noDepthLinesSize);
  436. if (triangles_.Capacity() > trianglesSize * 2)
  437. triangles_.Reserve(trianglesSize);
  438. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  439. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  440. }
  441. }