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