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- // Copyright (C) 2009-2015, Panagiotis Christopoulos Charitos.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include "anki/renderer/DebugDrawer.h"
- #include "anki/renderer/Renderer.h"
- #include "anki/resource/ShaderResource.h"
- #include "anki/resource/TextureResource.h"
- #include "anki/renderer/Renderer.h"
- #include "anki/renderer/Pps.h"
- #include "anki/renderer/Ms.h"
- #include "anki/util/Logger.h"
- #include "anki/physics/PhysicsWorld.h"
- #include "anki/Collision.h"
- #include "anki/Scene.h"
- namespace anki {
- //==============================================================================
- // DebugDrawer =
- //==============================================================================
- //==============================================================================
- DebugDrawer::DebugDrawer()
- {}
- //==============================================================================
- DebugDrawer::~DebugDrawer()
- {}
- //==============================================================================
- Error DebugDrawer::create(Renderer* r)
- {
- GrManager& gl = r->getGrManager();
- ANKI_CHECK(m_vert.load("shaders/Dbg.vert.glsl", &r->getResourceManager()));
- ANKI_CHECK(m_frag.load("shaders/Dbg.frag.glsl", &r->getResourceManager()));
- PipelinePtr::Initializer init;
- init.m_vertex.m_bindingCount = 1;
- init.m_vertex.m_bindings[0].m_stride = 2 * sizeof(Vec4);
- init.m_vertex.m_attributeCount = 2;
- init.m_vertex.m_attributes[0].m_format =
- PixelFormat(ComponentFormat::R32G32B32A32, TransformFormat::FLOAT);
- init.m_vertex.m_attributes[0].m_offset = 0;
- init.m_vertex.m_attributes[0].m_binding = 0;
- init.m_vertex.m_attributes[1].m_format =
- PixelFormat(ComponentFormat::R32G32B32A32, TransformFormat::FLOAT);
- init.m_vertex.m_attributes[1].m_offset = sizeof(Vec4);
- init.m_vertex.m_attributes[1].m_binding = 0;
- init.m_inputAssembler.m_topology = PrimitiveTopology::LINES;
- init.m_depthStencil.m_depthWriteEnabled = false;
- init.m_depthStencil.m_format = Ms::DEPTH_RT_PIXEL_FORMAT;
- init.m_color.m_attachmentCount = 1;
- init.m_color.m_attachments[0].m_format = Pps::RT_PIXEL_FORMAT;
- init.m_shaders[U(ShaderType::VERTEX)] = m_vert->getGrShader();
- init.m_shaders[U(ShaderType::FRAGMENT)] = m_frag->getGrShader();
- m_pplineLinesDepth.create(&gl, init);
- init.m_depthStencil.m_depthCompareFunction = CompareOperation::ALWAYS;
- m_pplineLinesNoDepth.create(&gl, init);
- m_vertBuff.create(&gl, GL_ARRAY_BUFFER, nullptr,
- sizeof(m_clientLineVerts), GL_DYNAMIC_STORAGE_BIT);
- m_lineVertCount = 0;
- m_triVertCount = 0;
- m_mMat.setIdentity();
- m_vpMat.setIdentity();
- m_mvpMat.setIdentity();
- m_crntCol = Vec3(1.0, 0.0, 0.0);
- return ErrorCode::NONE;
- }
- //==============================================================================
- void DebugDrawer::setModelMatrix(const Mat4& m)
- {
- m_mMat = m;
- m_mvpMat = m_vpMat * m_mMat;
- }
- //==============================================================================
- void DebugDrawer::setViewProjectionMatrix(const Mat4& m)
- {
- m_vpMat = m;
- m_mvpMat = m_vpMat * m_mMat;
- }
- //==============================================================================
- void DebugDrawer::begin(GLenum primitive)
- {
- ANKI_ASSERT(primitive == GL_TRIANGLES || primitive == GL_LINES);
- m_primitive = primitive;
- }
- //==============================================================================
- void DebugDrawer::end()
- {
- if(m_primitive == GL_LINES)
- {
- if(m_lineVertCount % 2 != 0)
- {
- pushBackVertex(Vec3(0.0));
- ANKI_LOGW("Forgot to close the line loop");
- }
- }
- else
- {
- if(m_triVertCount % 3 != 0)
- {
- pushBackVertex(Vec3(0.0));
- pushBackVertex(Vec3(0.0));
- ANKI_LOGW("Forgot to close the line loop");
- }
- }
- }
- //==============================================================================
- Error DebugDrawer::flush()
- {
- Error err = flushInternal(GL_LINES);
- if(!err)
- {
- err = flushInternal(GL_TRIANGLES);
- }
- return err;
- }
- //==============================================================================
- Error DebugDrawer::flushInternal(GLenum primitive)
- {
- Error err = ErrorCode::NONE;
- if((primitive == GL_LINES && m_lineVertCount == 0)
- || (primitive == GL_TRIANGLES && m_triVertCount == 0))
- {
- // Early exit
- return ErrorCode::NONE;
- }
- U clientVerts;
- void* vertBuff;
- if(primitive == GL_LINES)
- {
- clientVerts = m_lineVertCount;
- vertBuff = &m_clientLineVerts[0];
- m_lineVertCount = 0;
- }
- else
- {
- clientVerts = m_triVertCount;
- vertBuff = &m_clientTriVerts[0];
- m_triVertCount = 0;
- }
- U size = sizeof(Vertex) * clientVerts;
- m_vertBuff.write(m_cmdb, vertBuff, size, 0, 0, size);
- if(m_depthTestEnabled)
- {
- m_pplineLinesDepth.bind(m_cmdb);
- }
- else
- {
- m_pplineLinesNoDepth.bind(m_cmdb);
- }
- m_cmdb.bindVertexBuffer(0, m_vertBuff, 0);
- m_cmdb.drawArrays(primitive, clientVerts);
- return err;
- }
- //==============================================================================
- void DebugDrawer::pushBackVertex(const Vec3& pos)
- {
- U32* vertCount;
- Vertex* vertBuff;
- if(m_primitive == GL_LINES)
- {
- vertCount = &m_lineVertCount;
- vertBuff = &m_clientLineVerts[0];
- }
- else
- {
- vertCount = &m_triVertCount;
- vertBuff = &m_clientTriVerts[0];
- }
- vertBuff[*vertCount].m_position = m_mvpMat * Vec4(pos, 1.0);
- vertBuff[*vertCount].m_color = Vec4(m_crntCol, 1.0);
- ++(*vertCount);
- if(*vertCount == MAX_POINTS_PER_DRAW)
- {
- Error err = flush();
- // TODO Don't ignore
- (void)err;
- }
- }
- //==============================================================================
- void DebugDrawer::drawLine(const Vec3& from, const Vec3& to, const Vec4& color)
- {
- setColor(color);
- begin(GL_LINES);
- 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(GL_LINES);
- 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, I complexity)
- {
- #if 1
- Mat4 oldMMat = m_mMat;
- Mat4 oldVpMat = m_vpMat;
- setModelMatrix(m_mMat * Mat4(Vec4(0.0, 0.0, 0.0, 1.0),
- Mat3::getIdentity(), radius));
- begin(GL_LINES);
- // Pre-calculate the sphere points5
- 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;
- pushBackVertex(rotPrev);
- pushBackVertex(rotP);
- Mat3 rot2(Euler(0.0, 0.0, getPi<F32>() / 2));
- pushBackVertex(rot2 * rotPrev);
- pushBackVertex(rot2 * rotP);
- }
- prev = p;
- }
- end();
- m_mMat = oldMMat;
- m_vpMat = oldVpMat;
- #endif
- }
- //==============================================================================
- 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<U32, 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(GL_LINES);
- for(U32 id : indeces)
- {
- pushBackVertex(points[id]);
- }
- end();
- }
- //==============================================================================
- // CollisionDebugDrawer =
- //==============================================================================
- //==============================================================================
- void CollisionDebugDrawer::visit(const Sphere& sphere)
- {
- m_dbg->setModelMatrix(
- Mat4(sphere.getCenter().xyz1(), Mat3::getIdentity(), 1.0));
- m_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 tsl(Transform(obb.getCenter(), obb.getRotation(), 1.0));
- m_dbg->setModelMatrix(tsl * scale);
- m_dbg->drawCube(2.0);
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Plane& plane)
- {
- Vec3 n = plane.getNormal().xyz();
- 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(Vec4(n * o, 1.0), rot);
- m_dbg->setModelMatrix(trf);
- m_dbg->drawGrid();
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const LineSegment& ls)
- {
- m_dbg->setModelMatrix(Mat4::getIdentity());
- m_dbg->begin(GL_LINES);
- m_dbg->pushBackVertex(ls.getOrigin().xyz());
- m_dbg->pushBackVertex((ls.getOrigin() + ls.getDirection()).xyz());
- m_dbg->end();
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Aabb& aabb)
- {
- Vec3 min = aabb.getMin().xyz();
- Vec3 max = aabb.getMax().xyz();
- Mat4 trf = Mat4::getIdentity();
- // Scale
- for(U32 i = 0; i < 3; ++i)
- {
- trf(i, i) = max[i] - min[i];
- }
- // Translation
- trf.setTranslationPart(Vec4((max + min) / 2.0, 1.0));
- m_dbg->setModelMatrix(trf);
- m_dbg->drawCube();
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const Frustum& f)
- {
- switch(f.getType())
- {
- case Frustum::Type::ORTHOGRAPHIC:
- visit(static_cast<const OrthographicFrustum&>(f).getObb());
- break;
- case Frustum::Type::PERSPECTIVE:
- {
- 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 U32 indeces[] = {0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2,
- 3, 3, 4, 4, 1};
- m_dbg->begin(GL_LINES);
- for(U32 i = 0; i < sizeof(indeces) / sizeof(U32); i++)
- {
- m_dbg->pushBackVertex(points[indeces[i]]);
- }
- m_dbg->end();
- break;
- }
- }
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const CompoundShape& cs)
- {
- CollisionDebugDrawer* self = this;
- Error err = cs.iterateShapes([&](const CollisionShape& a) -> Error
- {
- a.accept(*self);
- return ErrorCode::NONE;
- });
- (void) err;
- }
- //==============================================================================
- void CollisionDebugDrawer::visit(const ConvexHullShape& hull)
- {
- m_dbg->setModelMatrix(Mat4(hull.getTransform()));
- m_dbg->begin(GL_LINES);
- const Vec4* points = hull.getPoints() + 1;
- const Vec4* end = hull.getPoints() + hull.getPointsCount();
- for(; points != end; ++points)
- {
- m_dbg->pushBackVertex(hull.getPoints()->xyz());
- m_dbg->pushBackVertex(points->xyz());
- }
- m_dbg->end();
- }
- //==============================================================================
- // PhysicsDebugDrawer =
- //==============================================================================
- void PhysicsDebugDrawer::drawLines(
- const Vec3* lines,
- const U32 linesCount,
- const Vec4& color)
- {
- m_dbg->begin(GL_LINES);
- m_dbg->setColor(color);
- for(U i = 0; i < linesCount * 2; ++i)
- {
- m_dbg->pushBackVertex(lines[i]);
- }
- m_dbg->end();
- }
- //==============================================================================
- // SceneDebugDrawer =
- //==============================================================================
- //==============================================================================
- void SceneDebugDrawer::draw(SceneNode& node)
- {
- MoveComponent* mv = node.tryGetComponent<MoveComponent>();
- if(mv)
- {
- m_dbg->setModelMatrix(Mat4(mv->getWorldTransform()));
- }
- else
- {
- m_dbg->setModelMatrix(Mat4::getIdentity());
- }
- FrustumComponent* fr = node.tryGetComponent<FrustumComponent>();
- if(fr)
- {
- draw(*fr);
- }
- Error err = node.iterateComponentsOfType<SpatialComponent>(
- [&](SpatialComponent& sp) -> Error
- {
- draw(sp);
- return ErrorCode::NONE;
- });
- PortalSectorComponent* ps = node.tryGetComponent<PortalSectorComponent>();
- if(ps)
- {
- draw(*ps);
- }
- (void)err;
- }
- //==============================================================================
- void SceneDebugDrawer::draw(FrustumComponent& fr) const
- {
- const Frustum& fs = fr.getFrustum();
- m_dbg->setColor(Vec3(1.0, 1.0, 0.0));
- CollisionDebugDrawer coldraw(m_dbg);
- fs.accept(coldraw);
- }
- //==============================================================================
- void SceneDebugDrawer::draw(SpatialComponent& x) const
- {
- if(!x.getVisibleByCamera())
- {
- return;
- }
- m_dbg->setColor(Vec3(1.0, 0.0, 1.0));
- CollisionDebugDrawer coldraw(m_dbg);
- x.getAabb().accept(coldraw);
- }
- //==============================================================================
- void SceneDebugDrawer::draw(const PortalSectorComponent& c) const
- {
- const SceneNode& node = c.getSceneNode();
- const PortalSectorBase& psnode = static_cast<const PortalSectorBase&>(node);
- m_dbg->setColor(Vec3(0.0, 0.0, 1.0));
- m_dbg->begin(GL_LINES);
- const auto& verts = psnode.getVertices();
- ANKI_ASSERT((psnode.getVertexIndices().getSize() % 3) == 0);
- for(U i = 0; i < psnode.getVertexIndices().getSize(); i += 3)
- {
- I id0 = psnode.getVertexIndices()[i];
- I id1 = psnode.getVertexIndices()[i + 1];
- I id2 = psnode.getVertexIndices()[i + 2];
- m_dbg->pushBackVertex(verts[id0].xyz());
- m_dbg->pushBackVertex(verts[id1].xyz());
- m_dbg->pushBackVertex(verts[id1].xyz());
- m_dbg->pushBackVertex(verts[id2].xyz());
- m_dbg->pushBackVertex(verts[id2].xyz());
- m_dbg->pushBackVertex(verts[id0].xyz());
- }
- m_dbg->end();
- }
- //==============================================================================
- void SceneDebugDrawer::drawPath(const Path& path) const
- {
- /*const U count = path.getPoints().size();
- m_dbg->setColor(Vec3(1.0, 1.0, 0.0));
- m_dbg->begin();
- for(U i = 0; i < count - 1; i++)
- {
- m_dbg->pushBackVertex(path.getPoints()[i].getPosition());
- m_dbg->pushBackVertex(path.getPoints()[i + 1].getPosition());
- }
- m_dbg->end();*/
- }
- } // end namespace anki
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