DebugDrawer.cpp 14 KB

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  1. // Copyright (C) 2009-2015, Panagiotis Christopoulos Charitos.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "anki/renderer/DebugDrawer.h"
  6. #include "anki/renderer/Renderer.h"
  7. #include "anki/resource/ProgramResource.h"
  8. #include "anki/Collision.h"
  9. #include "anki/Scene.h"
  10. #include "anki/resource/TextureResource.h"
  11. #include "anki/renderer/Renderer.h"
  12. #include "anki/util/Logger.h"
  13. namespace anki {
  14. //==============================================================================
  15. // DebugDrawer =
  16. //==============================================================================
  17. //==============================================================================
  18. DebugDrawer::DebugDrawer()
  19. {}
  20. //==============================================================================
  21. DebugDrawer::~DebugDrawer()
  22. {}
  23. //==============================================================================
  24. Error DebugDrawer::create(Renderer* r)
  25. {
  26. Error err = ErrorCode::NONE;
  27. GlDevice& gl = r->_getGlDevice();
  28. err = m_vert.load("shaders/Dbg.vert.glsl", &r->_getResourceManager());
  29. if(!err)
  30. {
  31. err = m_frag.load("shaders/Dbg.frag.glsl", &r->_getResourceManager());
  32. }
  33. GlCommandBufferHandle jobs;
  34. if(!err)
  35. {
  36. err = jobs.create(&gl);
  37. }
  38. if(!err)
  39. {
  40. err = m_ppline.create(jobs,
  41. {m_vert->getGlProgram(), m_frag->getGlProgram()});
  42. }
  43. if(!err)
  44. {
  45. err = m_vertBuff.create(jobs, GL_ARRAY_BUFFER,
  46. sizeof(m_clientLineVerts), GL_DYNAMIC_STORAGE_BIT);
  47. }
  48. if(!err)
  49. {
  50. m_lineVertCount = 0;
  51. m_triVertCount = 0;
  52. m_mMat.setIdentity();
  53. m_vpMat.setIdentity();
  54. m_mvpMat.setIdentity();
  55. m_crntCol = Vec3(1.0, 0.0, 0.0);
  56. jobs.finish();
  57. }
  58. return err;
  59. }
  60. //==============================================================================
  61. void DebugDrawer::setModelMatrix(const Mat4& m)
  62. {
  63. m_mMat = m;
  64. m_mvpMat = m_vpMat * m_mMat;
  65. }
  66. //==============================================================================
  67. void DebugDrawer::setViewProjectionMatrix(const Mat4& m)
  68. {
  69. m_vpMat = m;
  70. m_mvpMat = m_vpMat * m_mMat;
  71. }
  72. //==============================================================================
  73. void DebugDrawer::begin(GLenum primitive)
  74. {
  75. ANKI_ASSERT(primitive == GL_TRIANGLES || primitive == GL_LINES);
  76. m_primitive = primitive;
  77. }
  78. //==============================================================================
  79. void DebugDrawer::end()
  80. {
  81. if(m_primitive == GL_LINES)
  82. {
  83. if(m_lineVertCount % 2 != 0)
  84. {
  85. pushBackVertex(Vec3(0.0));
  86. ANKI_LOGW("Forgot to close the line loop");
  87. }
  88. }
  89. else
  90. {
  91. if(m_triVertCount % 3 != 0)
  92. {
  93. pushBackVertex(Vec3(0.0));
  94. pushBackVertex(Vec3(0.0));
  95. ANKI_LOGW("Forgot to close the line loop");
  96. }
  97. }
  98. }
  99. //==============================================================================
  100. Error DebugDrawer::flush()
  101. {
  102. Error err = flushInternal(GL_LINES);
  103. if(!err)
  104. {
  105. err = flushInternal(GL_TRIANGLES);
  106. }
  107. return err;
  108. }
  109. //==============================================================================
  110. Error DebugDrawer::flushInternal(GLenum primitive)
  111. {
  112. Error err = ErrorCode::NONE;
  113. if((primitive == GL_LINES && m_lineVertCount == 0)
  114. || (primitive == GL_TRIANGLES && m_triVertCount == 0))
  115. {
  116. // Early exit
  117. return ErrorCode::NONE;
  118. }
  119. U clientVerts;
  120. void* vertBuff;
  121. if(primitive == GL_LINES)
  122. {
  123. clientVerts = m_lineVertCount;
  124. vertBuff = &m_clientLineVerts[0];
  125. m_lineVertCount = 0;
  126. }
  127. else
  128. {
  129. clientVerts = m_triVertCount;
  130. vertBuff = &m_clientTriVerts[0];
  131. m_triVertCount = 0;
  132. }
  133. U size = sizeof(Vertex) * clientVerts;
  134. GlClientBufferHandle tmpBuff;
  135. err = tmpBuff.create(m_jobs, size, nullptr);
  136. if(err)
  137. {
  138. return err;
  139. }
  140. memcpy(tmpBuff.getBaseAddress(), vertBuff, size);
  141. m_vertBuff.write(m_jobs, tmpBuff, 0, 0, size);
  142. m_ppline.bind(m_jobs);
  143. m_vertBuff.bindVertexBuffer(m_jobs,
  144. 4, GL_FLOAT, false, sizeof(Vertex), 0, 0); // Pos
  145. m_vertBuff.bindVertexBuffer(m_jobs,
  146. 4, GL_FLOAT, true, sizeof(Vertex), sizeof(Vec4), 1); // Color
  147. m_jobs.drawArrays(primitive, clientVerts);
  148. return err;
  149. }
  150. //==============================================================================
  151. void DebugDrawer::pushBackVertex(const Vec3& pos)
  152. {
  153. U32* vertCount;
  154. Vertex* vertBuff;
  155. if(m_primitive == GL_LINES)
  156. {
  157. vertCount = &m_lineVertCount;
  158. vertBuff = &m_clientLineVerts[0];
  159. }
  160. else
  161. {
  162. vertCount = &m_triVertCount;
  163. vertBuff = &m_clientTriVerts[0];
  164. }
  165. vertBuff[*vertCount].m_position = m_mvpMat * Vec4(pos, 1.0);
  166. vertBuff[*vertCount].m_color = Vec4(m_crntCol, 1.0);
  167. ++(*vertCount);
  168. if(*vertCount == MAX_POINTS_PER_DRAW)
  169. {
  170. Error err = flush();
  171. // TODO Don't ignore
  172. (void)err;
  173. }
  174. }
  175. //==============================================================================
  176. void DebugDrawer::drawLine(const Vec3& from, const Vec3& to, const Vec4& color)
  177. {
  178. setColor(color);
  179. begin(GL_LINES);
  180. pushBackVertex(from);
  181. pushBackVertex(to);
  182. end();
  183. }
  184. //==============================================================================
  185. void DebugDrawer::drawGrid()
  186. {
  187. Vec4 col0(0.5, 0.5, 0.5, 1.0);
  188. Vec4 col1(0.0, 0.0, 1.0, 1.0);
  189. Vec4 col2(1.0, 0.0, 0.0, 1.0);
  190. const F32 SPACE = 1.0; // space between lines
  191. const U NUM = 57; // lines number. must be odd
  192. const F32 GRID_HALF_SIZE = ((NUM - 1) * SPACE / 2);
  193. setColor(col0);
  194. begin(GL_LINES);
  195. for(U x = - NUM / 2 * SPACE; x < NUM / 2 * SPACE; x += SPACE)
  196. {
  197. setColor(col0);
  198. // if the middle line then change color
  199. if(x == 0)
  200. {
  201. setColor(col1);
  202. }
  203. // line in z
  204. pushBackVertex(Vec3(x, 0.0, -GRID_HALF_SIZE));
  205. pushBackVertex(Vec3(x, 0.0, GRID_HALF_SIZE));
  206. // if middle line change col so you can highlight the x-axis
  207. if(x == 0)
  208. {
  209. setColor(col2);
  210. }
  211. // line in the x
  212. pushBackVertex(Vec3(-GRID_HALF_SIZE, 0.0, x));
  213. pushBackVertex(Vec3(GRID_HALF_SIZE, 0.0, x));
  214. }
  215. // render
  216. end();
  217. }
  218. //==============================================================================
  219. void DebugDrawer::drawSphere(F32 radius, I complexity)
  220. {
  221. #if 1
  222. Mat4 oldMMat = m_mMat;
  223. Mat4 oldVpMat = m_vpMat;
  224. setModelMatrix(m_mMat * Mat4(Vec4(0.0, 0.0, 0.0, 1.0),
  225. Mat3::getIdentity(), radius));
  226. begin(GL_LINES);
  227. // Pre-calculate the sphere points5
  228. F32 fi = getPi<F32>() / complexity;
  229. Vec3 prev(1.0, 0.0, 0.0);
  230. for(F32 th = fi; th < getPi<F32>() * 2.0 + fi; th += fi)
  231. {
  232. Vec3 p = Mat3(Euler(0.0, th, 0.0)) * Vec3(1.0, 0.0, 0.0);
  233. for(F32 th2 = 0.0; th2 < getPi<F32>(); th2 += fi)
  234. {
  235. Mat3 rot(Euler(th2, 0.0, 0.0));
  236. Vec3 rotPrev = rot * prev;
  237. Vec3 rotP = rot * p;
  238. pushBackVertex(rotPrev);
  239. pushBackVertex(rotP);
  240. Mat3 rot2(Euler(0.0, 0.0, getPi<F32>() / 2));
  241. pushBackVertex(rot2 * rotPrev);
  242. pushBackVertex(rot2 * rotP);
  243. }
  244. prev = p;
  245. }
  246. end();
  247. m_mMat = oldMMat;
  248. m_vpMat = oldVpMat;
  249. #endif
  250. }
  251. //==============================================================================
  252. void DebugDrawer::drawCube(F32 size)
  253. {
  254. Vec3 maxPos = Vec3(0.5 * size);
  255. Vec3 minPos = Vec3(-0.5 * size);
  256. Array<Vec3, 8> points = {{
  257. Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
  258. Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
  259. Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
  260. Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
  261. Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
  262. Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
  263. Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
  264. Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
  265. }};
  266. static const Array<U32, 24> indeces = {{
  267. 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6,
  268. 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
  269. begin(GL_LINES);
  270. for(U32 id : indeces)
  271. {
  272. pushBackVertex(points[id]);
  273. }
  274. end();
  275. }
  276. //==============================================================================
  277. // CollisionDebugDrawer =
  278. //==============================================================================
  279. //==============================================================================
  280. void CollisionDebugDrawer::visit(const Sphere& sphere)
  281. {
  282. m_dbg->setModelMatrix(
  283. Mat4(sphere.getCenter().xyz1(), Mat3::getIdentity(), 1.0));
  284. m_dbg->drawSphere(sphere.getRadius());
  285. }
  286. //==============================================================================
  287. void CollisionDebugDrawer::visit(const Obb& obb)
  288. {
  289. Mat4 scale(Mat4::getIdentity());
  290. scale(0, 0) = obb.getExtend().x();
  291. scale(1, 1) = obb.getExtend().y();
  292. scale(2, 2) = obb.getExtend().z();
  293. Mat4 tsl(Transform(obb.getCenter(), obb.getRotation(), 1.0));
  294. m_dbg->setModelMatrix(tsl * scale);
  295. m_dbg->drawCube(2.0);
  296. }
  297. //==============================================================================
  298. void CollisionDebugDrawer::visit(const Plane& plane)
  299. {
  300. Vec3 n = plane.getNormal().xyz();
  301. const F32& o = plane.getOffset();
  302. Quat q;
  303. q.setFrom2Vec3(Vec3(0.0, 0.0, 1.0), n);
  304. Mat3 rot(q);
  305. rot.rotateXAxis(getPi<F32>() / 2.0);
  306. Mat4 trf(Vec4(n * o, 1.0), rot);
  307. m_dbg->setModelMatrix(trf);
  308. m_dbg->drawGrid();
  309. }
  310. //==============================================================================
  311. void CollisionDebugDrawer::visit(const LineSegment& ls)
  312. {
  313. m_dbg->setModelMatrix(Mat4::getIdentity());
  314. m_dbg->begin(GL_LINES);
  315. m_dbg->pushBackVertex(ls.getOrigin().xyz());
  316. m_dbg->pushBackVertex((ls.getOrigin() + ls.getDirection()).xyz());
  317. m_dbg->end();
  318. }
  319. //==============================================================================
  320. void CollisionDebugDrawer::visit(const Aabb& aabb)
  321. {
  322. Vec3 min = aabb.getMin().xyz();
  323. Vec3 max = aabb.getMax().xyz();
  324. Mat4 trf = Mat4::getIdentity();
  325. // Scale
  326. for(U32 i = 0; i < 3; ++i)
  327. {
  328. trf(i, i) = max[i] - min[i];
  329. }
  330. // Translation
  331. trf.setTranslationPart(Vec4((max + min) / 2.0, 1.0));
  332. m_dbg->setModelMatrix(trf);
  333. m_dbg->drawCube();
  334. }
  335. //==============================================================================
  336. void CollisionDebugDrawer::visit(const Frustum& f)
  337. {
  338. switch(f.getType())
  339. {
  340. case Frustum::Type::ORTHOGRAPHIC:
  341. visit(static_cast<const OrthographicFrustum&>(f).getObb());
  342. break;
  343. case Frustum::Type::PERSPECTIVE:
  344. {
  345. const PerspectiveFrustum& pf =
  346. static_cast<const PerspectiveFrustum&>(f);
  347. F32 camLen = pf.getFar();
  348. F32 tmp0 = camLen / tan((getPi<F32>() - pf.getFovX()) * 0.5)
  349. + 0.001;
  350. F32 tmp1 = camLen * tan(pf.getFovY() * 0.5) + 0.001;
  351. Vec3 points[] = {
  352. Vec3(0.0, 0.0, 0.0), // 0: eye point
  353. Vec3(-tmp0, tmp1, -camLen), // 1: top left
  354. Vec3(-tmp0, -tmp1, -camLen), // 2: bottom left
  355. Vec3(tmp0, -tmp1, -camLen), // 3: bottom right
  356. Vec3(tmp0, tmp1, -camLen) // 4: top right
  357. };
  358. const U32 indeces[] = {0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2,
  359. 3, 3, 4, 4, 1};
  360. m_dbg->begin(GL_LINES);
  361. for(U32 i = 0; i < sizeof(indeces) / sizeof(U32); i++)
  362. {
  363. m_dbg->pushBackVertex(points[indeces[i]]);
  364. }
  365. m_dbg->end();
  366. break;
  367. }
  368. }
  369. }
  370. //==============================================================================
  371. void CollisionDebugDrawer::visit(const CompoundShape& cs)
  372. {
  373. CollisionDebugDrawer* self = this;
  374. Error err = cs.iterateShapes([&](const CollisionShape& a) -> Error
  375. {
  376. a.accept(*self);
  377. return ErrorCode::NONE;
  378. });
  379. (void) err;
  380. }
  381. //==============================================================================
  382. void CollisionDebugDrawer::visit(const ConvexHullShape& hull)
  383. {
  384. m_dbg->setModelMatrix(Mat4(hull.getTransform()));
  385. m_dbg->begin(GL_LINES);
  386. const Vec4* points = hull.getPoints() + 1;
  387. const Vec4* end = hull.getPoints() + hull.getPointsCount();
  388. for(; points != end; ++points)
  389. {
  390. m_dbg->pushBackVertex(hull.getPoints()->xyz());
  391. m_dbg->pushBackVertex(points->xyz());
  392. }
  393. m_dbg->end();
  394. }
  395. //==============================================================================
  396. // PhysicsDebugDrawer =
  397. //==============================================================================
  398. void PhysicsDebugDrawer::drawLines(
  399. const Vec3* lines,
  400. const U32 linesCount,
  401. const Vec4& color)
  402. {
  403. m_dbg->begin(GL_LINES);
  404. m_dbg->setColor(color);
  405. for(U i = 0; i < linesCount * 2; ++i)
  406. {
  407. m_dbg->pushBackVertex(lines[i]);
  408. }
  409. m_dbg->end();
  410. }
  411. //==============================================================================
  412. // SceneDebugDrawer =
  413. //==============================================================================
  414. //==============================================================================
  415. void SceneDebugDrawer::draw(SceneNode& node)
  416. {
  417. MoveComponent* mv = node.tryGetComponent<MoveComponent>();
  418. if(mv)
  419. {
  420. m_dbg->setModelMatrix(Mat4(mv->getWorldTransform()));
  421. }
  422. else
  423. {
  424. m_dbg->setModelMatrix(Mat4::getIdentity());
  425. }
  426. FrustumComponent* fr = node.tryGetComponent<FrustumComponent>();
  427. if(fr)
  428. {
  429. draw(*fr);
  430. }
  431. Error err = node.iterateComponentsOfType<SpatialComponent>(
  432. [&](SpatialComponent& sp) -> Error
  433. {
  434. draw(sp);
  435. return ErrorCode::NONE;
  436. });
  437. (void)err;
  438. }
  439. //==============================================================================
  440. void SceneDebugDrawer::draw(FrustumComponent& fr) const
  441. {
  442. const Frustum& fs = fr.getFrustum();
  443. m_dbg->setColor(Vec3(1.0, 1.0, 0.0));
  444. CollisionDebugDrawer coldraw(m_dbg);
  445. fs.accept(coldraw);
  446. }
  447. //==============================================================================
  448. void SceneDebugDrawer::draw(SpatialComponent& x) const
  449. {
  450. if(!x.bitsEnabled(SpatialComponent::Flag::VISIBLE_CAMERA))
  451. {
  452. return;
  453. }
  454. m_dbg->setColor(Vec3(1.0, 0.0, 1.0));
  455. CollisionDebugDrawer coldraw(m_dbg);
  456. x.getAabb().accept(coldraw);
  457. }
  458. //==============================================================================
  459. #if 0
  460. void SceneDebugDrawer::draw(const Sector& sector)
  461. {
  462. // Draw the sector
  463. if(sector.getVisibleByMask() == VB_NONE)
  464. {
  465. m_dbg->setColor(Vec3(1.0, 0.5, 0.5));
  466. }
  467. else
  468. {
  469. if(sector.getVisibleByMask() & VB_CAMERA)
  470. {
  471. m_dbg->setColor(Vec3(0.5, 1.0, 0.5));
  472. }
  473. else
  474. {
  475. m_dbg->setColor(Vec3(0.5, 0.5, 1.0));
  476. }
  477. }
  478. CollisionDebugDrawer v(m_dbg);
  479. sector.getAabb().accept(v);
  480. // Draw the portals
  481. m_dbg->setColor(Vec3(0.0, 0.0, 1.0));
  482. for(const Portal* portal : sector.getSectorGroup().getPortals())
  483. {
  484. if(portal->sectors[0] == &sector || portal->sectors[1] == &sector)
  485. {
  486. portal->shape.accept(v);
  487. }
  488. }
  489. }
  490. #endif
  491. //==============================================================================
  492. void SceneDebugDrawer::drawPath(const Path& path) const
  493. {
  494. /*const U count = path.getPoints().size();
  495. m_dbg->setColor(Vec3(1.0, 1.0, 0.0));
  496. m_dbg->begin();
  497. for(U i = 0; i < count - 1; i++)
  498. {
  499. m_dbg->pushBackVertex(path.getPoints()[i].getPosition());
  500. m_dbg->pushBackVertex(path.getPoints()[i + 1].getPosition());
  501. }
  502. m_dbg->end();*/
  503. }
  504. } // end namespace anki