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- #include "anki/renderer/DebugDrawer.h"
- #include "anki/resource/ShaderProgramResource.h"
- #include "anki/physics/Converters.h"
- #include "anki/collision/Collision.h"
- #include "anki/scene/Frustumable.h"
- #include "anki/scene/Octree.h"
- #include "anki/resource/Material.h"
- #include "anki/scene/Renderable.h"
- #include "anki/scene/Camera.h"
- #include "anki/scene/ModelNode.h"
- #include "anki/resource/TextureResource.h"
- #include "anki/renderer/Renderer.h"
- namespace anki {
- //==============================================================================
- // DebugDrawer =
- //==============================================================================
- //==============================================================================
- DebugDrawer::DebugDrawer()
- {
- prog.load("shaders/Dbg.glsl");
- vbo.create(GL_ARRAY_BUFFER, sizeof(clientVerts), nullptr,
- GL_DYNAMIC_DRAW);
- vao.create();
- vao.attachArrayBufferVbo(
- &vbo, prog->findAttributeVariable("position"), 3, GL_FLOAT,
- false, sizeof(Vertex), 0);
- vao.attachArrayBufferVbo(
- &vbo, prog->findAttributeVariable("color"), 3, GL_FLOAT,
- false, sizeof(Vertex), sizeof(Vec4));
- GLint loc =
- prog->findAttributeVariable("modelViewProjectionMat").getLocation();
- vao.attachArrayBufferVbo(
- &vbo, loc, 4, GL_FLOAT, false, sizeof(Vertex),
- 2 * sizeof(Vec4));
- vao.attachArrayBufferVbo(
- &vbo, loc + 1, 4, GL_FLOAT, false, sizeof(Vertex),
- 3 * sizeof(Vec4));
- vao.attachArrayBufferVbo(
- &vbo, loc + 2, 4, GL_FLOAT, false, sizeof(Vertex),
- 4 * sizeof(Vec4));
- vao.attachArrayBufferVbo(
- &vbo, loc + 3, 4, GL_FLOAT, false, sizeof(Vertex),
- 5 * sizeof(Vec4));
- vertexPointer = 0;
- mMat.setIdentity();
- vpMat.setIdentity();
- mvpMat.setIdentity();
- crntCol = Vec3(1.0, 0.0, 0.0);
- }
- //==============================================================================
- DebugDrawer::~DebugDrawer()
- {}
- //==============================================================================
- void DebugDrawer::setModelMatrix(const Mat4& m)
- {
- mMat = m;
- mvpMat = vpMat * mMat;
- }
- //==============================================================================
- void DebugDrawer::setViewProjectionMatrix(const Mat4& m)
- {
- vpMat = m;
- mvpMat = vpMat * mMat;
- }
- //==============================================================================
- void DebugDrawer::begin()
- {
- // Do nothing. Keep for compatibility
- }
- //==============================================================================
- void DebugDrawer::end()
- {
- if(vertexPointer % 2 != 0)
- {
- // push back the previous vertex to close the loop
- pushBackVertex(clientVerts[vertexPointer].position.xyz());
- }
- }
- //==============================================================================
- void DebugDrawer::flush()
- {
- if(vertexPointer == 0)
- {
- // Early exit
- return;
- }
- vbo.write(&clientVerts[0], 0, sizeof(clientVerts));
- prog->bind();
- vao.bind();
- glDrawArrays(GL_LINES, 0, vertexPointer);
- vertexPointer = 0;
- }
- //==============================================================================
- void DebugDrawer::pushBackVertex(const Vec3& pos)
- {
- clientVerts[vertexPointer].position = Vec4(pos, 1.0);
- clientVerts[vertexPointer].color = Vec4(crntCol, 1.0);
- clientVerts[vertexPointer].matrix = mvpMat.getTransposed();
- ++vertexPointer;
- if(vertexPointer == MAX_POINTS_PER_DRAW)
- {
- flush();
- }
- }
- //==============================================================================
- void DebugDrawer::drawLine(const Vec3& from, const Vec3& to, const Vec4& color)
- {
- setColor(color);
- begin();
- pushBackVertex(from);
- pushBackVertex(to);
- end();
- }
- //==============================================================================
- void DebugDrawer::drawGrid()
- {
- Vec4 col0(0.5, 0.5, 0.5, 1.0);
- Vec4 col1(0.0, 0.0, 1.0, 1.0);
- Vec4 col2(1.0, 0.0, 0.0, 1.0);
- const F32 SPACE = 1.0; // space between lines
- const U NUM = 57; // lines number. must be odd
- const F32 GRID_HALF_SIZE = ((NUM - 1) * SPACE / 2);
- setColor(col0);
- begin();
- for(U x = - NUM / 2 * SPACE; x < NUM / 2 * SPACE; x += SPACE)
- {
- setColor(col0);
- // if the middle line then change color
- if(x == 0)
- {
- setColor(col1);
- }
- // line in z
- pushBackVertex(Vec3(x, 0.0, -GRID_HALF_SIZE));
- pushBackVertex(Vec3(x, 0.0, GRID_HALF_SIZE));
- // if middle line change col so you can highlight the x-axis
- if(x == 0)
- {
- setColor(col2);
- }
- // line in the x
- pushBackVertex(Vec3(-GRID_HALF_SIZE, 0.0, x));
- pushBackVertex(Vec3(GRID_HALF_SIZE, 0.0, x));
- }
- // render
- end();
- }
- //==============================================================================
- void DebugDrawer::drawSphere(F32 radius, int complexity)
- {
- Vector<Vec3>* sphereLines;
- // Pre-calculate the sphere points5
- //
- std::unordered_map<U32, Vector<Vec3>>::iterator it =
- complexityToPreCalculatedSphere.find(complexity);
- if(it != complexityToPreCalculatedSphere.end()) // Found
- {
- sphereLines = &(it->second);
- }
- else // Not found
- {
- complexityToPreCalculatedSphere[complexity] = Vector<Vec3>();
- sphereLines = &complexityToPreCalculatedSphere[complexity];
- F32 fi = getPi<F32>() / complexity;
- Vec3 prev(1.0, 0.0, 0.0);
- for(F32 th = fi; th < getPi<F32>() * 2.0 + fi; th += fi)
- {
- Vec3 p = Mat3(Euler(0.0, th, 0.0)) * Vec3(1.0, 0.0, 0.0);
- for(F32 th2 = 0.0; th2 < getPi<F32>(); th2 += fi)
- {
- Mat3 rot(Euler(th2, 0.0, 0.0));
- Vec3 rotPrev = rot * prev;
- Vec3 rotP = rot * p;
- sphereLines->push_back(rotPrev);
- sphereLines->push_back(rotP);
- Mat3 rot2(Euler(0.0, 0.0, getPi<F32>() / 2));
- sphereLines->push_back(rot2 * rotPrev);
- sphereLines->push_back(rot2 * rotP);
- }
- prev = p;
- }
- }
- // Render
- //
- Mat4 oldMMat = mMat;
- Mat4 oldVpMat = vpMat;
- setModelMatrix(mMat * Mat4(Vec3(0.0), Mat3::getIdentity(), radius));
- begin();
- for(const Vec3& p : *sphereLines)
- {
- pushBackVertex(p);
- }
- end();
- // restore
- mMat = oldMMat;
- vpMat = oldVpMat;
- }
- //==============================================================================
- void DebugDrawer::drawCube(F32 size)
- {
- Vec3 maxPos = Vec3(0.5 * size);
- Vec3 minPos = Vec3(-0.5 * size);
- Array<Vec3, 8> points = {{
- Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
- Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
- Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
- Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
- Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
- Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
- Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
- Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
- }};
- static const Array<uint, 24> indeces = {{
- 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6,
- 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
- begin();
- for(uint id : indeces)
- {
- pushBackVertex(points[id]);
- }
- end();
- }
- //==============================================================================
- // CollisionDebugDrawer =
- //==============================================================================
- //==============================================================================
- void CollisionDebugDrawer::visit(const Sphere& sphere)
- {
- dbg->setModelMatrix(Mat4(sphere.getCenter(), Mat3::getIdentity(), 1.0));
- dbg->drawSphere(sphere.getRadius());
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Obb& obb)
- {
- Mat4 scale(Mat4::getIdentity());
- scale(0, 0) = obb.getExtend().x();
- scale(1, 1) = obb.getExtend().y();
- scale(2, 2) = obb.getExtend().z();
- Mat4 rot(obb.getRotation());
- Mat4 trs(obb.getCenter());
- Mat4 tsl;
- tsl = Mat4::combineTransformations(rot, scale);
- tsl = Mat4::combineTransformations(trs, tsl);
- dbg->setModelMatrix(tsl);
- dbg->setColor(Vec3(1.0, 1.0, 0.0));
- dbg->drawCube(2.0);
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Plane& plane)
- {
- const Vec3& n = plane.getNormal();
- const F32& o = plane.getOffset();
- Quat q;
- q.setFrom2Vec3(Vec3(0.0, 0.0, 1.0), n);
- Mat3 rot(q);
- rot.rotateXAxis(getPi<F32>() / 2.0);
- Mat4 trf(n * o, rot);
- dbg->setModelMatrix(trf);
- dbg->drawGrid();
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Aabb& aabb)
- {
- const Vec3& min = aabb.getMin();
- const Vec3& max = aabb.getMax();
- Mat4 trf = Mat4::getIdentity();
- // Scale
- for(uint i = 0; i < 3; ++i)
- {
- trf(i, i) = max[i] - min[i];
- }
- // Translation
- trf.setTranslationPart((max + min) / 2.0);
- dbg->setModelMatrix(trf);
- dbg->drawCube();
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Frustum& f)
- {
- switch(f.getFrustumType())
- {
- case Frustum::FT_ORTHOGRAPHIC:
- visit(static_cast<const OrthographicFrustum&>(f).getObb());
- break;
- case Frustum::FT_PERSPECTIVE:
- {
- dbg->setColor(Vec4(0.5, 0.0, 0.5, 1.0));
- const PerspectiveFrustum& pf =
- static_cast<const PerspectiveFrustum&>(f);
- F32 camLen = pf.getFar();
- F32 tmp0 = camLen / tan((getPi<F32>() - pf.getFovX()) * 0.5)
- + 0.001;
- F32 tmp1 = camLen * tan(pf.getFovY() * 0.5) + 0.001;
- Vec3 points[] = {
- Vec3(0.0, 0.0, 0.0), // 0: eye point
- Vec3(-tmp0, tmp1, -camLen), // 1: top left
- Vec3(-tmp0, -tmp1, -camLen), // 2: bottom left
- Vec3(tmp0, -tmp1, -camLen), // 3: bottom right
- Vec3(tmp0, tmp1, -camLen) // 4: top right
- };
- const uint indeces[] = {0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2,
- 3, 3, 4, 4, 1};
- dbg->begin();
- for(uint i = 0; i < sizeof(indeces) / sizeof(uint); i++)
- {
- dbg->pushBackVertex(points[indeces[i]]);
- }
- dbg->end();
- break;
- }
- }
- }
- //==============================================================================
- // PhysicsDebugDrawer =
- //==============================================================================
- //==============================================================================
- void PhysicsDebugDrawer::drawLine(const btVector3& from, const btVector3& to,
- const btVector3& color)
- {
- dbg->drawLine(toAnki(from), toAnki(to), Vec4(toAnki(color), 1.0));
- }
- //==============================================================================
- void PhysicsDebugDrawer::drawSphere(btScalar radius,
- const btTransform& transform,
- const btVector3& color)
- {
- dbg->setColor(toAnki(color));
- dbg->setModelMatrix(Mat4(toAnki(transform)));
- dbg->drawSphere(radius);
- }
- //==============================================================================
- void PhysicsDebugDrawer::drawBox(const btVector3& min, const btVector3& max,
- const btVector3& color)
- {
- Mat4 trf(Mat4::getIdentity());
- trf(0, 0) = max.getX() - min.getX();
- trf(1, 1) = max.getY() - min.getY();
- trf(2, 2) = max.getZ() - min.getZ();
- trf(0, 3) = (max.getX() + min.getX()) / 2.0;
- trf(1, 3) = (max.getY() + min.getY()) / 2.0;
- trf(2, 3) = (max.getZ() + min.getZ()) / 2.0;
- dbg->setModelMatrix(trf);
- dbg->setColor(toAnki(color));
- dbg->drawCube(1.0);
- }
- //==============================================================================
- void PhysicsDebugDrawer::drawBox(const btVector3& min, const btVector3& max,
- const btTransform& trans, const btVector3& color)
- {
- Mat4 trf(Mat4::getIdentity());
- trf(0, 0) = max.getX() - min.getX();
- trf(1, 1) = max.getY() - min.getY();
- trf(2, 2) = max.getZ() - min.getZ();
- trf(0, 3) = (max.getX() + min.getX()) / 2.0;
- trf(1, 3) = (max.getY() + min.getY()) / 2.0;
- trf(2, 3) = (max.getZ() + min.getZ()) / 2.0;
- trf = Mat4::combineTransformations(Mat4(toAnki(trans)), trf);
- dbg->setModelMatrix(trf);
- dbg->setColor(toAnki(color));
- dbg->drawCube(1.0);
- }
- //==============================================================================
- void PhysicsDebugDrawer::drawContactPoint(const btVector3& /*pointOnB*/,
- const btVector3& /*normalOnB*/,
- btScalar /*distance*/, int /*lifeTime*/, const btVector3& /*color*/)
- {
- //ANKI_LOGW("Unimplemented");
- }
- //==============================================================================
- void PhysicsDebugDrawer::reportErrorWarning(const char* warningString)
- {
- throw ANKI_EXCEPTION(warningString);
- }
- //==============================================================================
- void PhysicsDebugDrawer::draw3dText(const btVector3& /*location*/,
- const char* /*textString*/)
- {
- //ANKI_LOGW("Unimplemented");
- }
- //==============================================================================
- // SceneDebugDrawer =
- //==============================================================================
- //==============================================================================
- void SceneDebugDrawer::draw(SceneNode& node)
- {
- // Nothing to render?
- if(getFlagsBitmask() == 0)
- {
- return;
- }
- Movable* mv = node.getMovable();
- if(mv)
- {
- dbg->setModelMatrix(Mat4(mv->getWorldTransform()));
- }
- else
- {
- dbg->setModelMatrix(Mat4::getIdentity());
- }
- Frustumable* fr;
- if(isFlagEnabled(DF_FRUSTUMABLE) && (fr = node.getFrustumable()))
- {
- draw(*fr);
- }
- Spatial* sp;
- if(isFlagEnabled(DF_SPATIAL) && (sp = node.getSpatial())
- && sp->isFlagEnabled(Spatial::SF_VISIBLE_CAMERA))
- {
- draw(*sp);
- }
- }
- //==============================================================================
- void SceneDebugDrawer::draw(Frustumable& fr) const
- {
- const Frustum& fs = fr.getFrustum();
- CollisionDebugDrawer coldraw(dbg);
- fs.accept(coldraw);
- }
- //==============================================================================
- void SceneDebugDrawer::draw(Spatial& x) const
- {
- CollisionDebugDrawer coldraw(dbg);
- x.getAabb().accept(coldraw);
- }
- //==============================================================================
- void SceneDebugDrawer::draw(const Octree& octree) const
- {
- dbg->setColor(Vec3(1.0));
- draw(octree.getRoot(), 0, octree);
- }
- //==============================================================================
- void SceneDebugDrawer::draw(const OctreeNode& octnode, U32 depth,
- const Octree& octree) const
- {
- PtrSize nodesCount =
- octnode.getSceneNodesEnd() - octnode.getSceneNodesBegin();
- // Draw if it has spatials
- if(nodesCount != 0)
- {
- //Vec3 color = Vec3(1.0 - F32(depth) / F32(octree.getMaxDepth()));
- Vec3 color(1.0);
- dbg->setColor(color);
- CollisionDebugDrawer v(dbg);
- octnode.getAabb().accept(v);
- }
- // Children
- for(U32 i = 0; i < 8; ++i)
- {
- if(octnode.getChild(i) != nullptr)
- {
- draw(*octnode.getChild(i), depth + 1, octree);
- }
- }
- }
- } // end namespace anki
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