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@@ -0,0 +1,144 @@
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+/*
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+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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+
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+Permission is hereby granted, free of charge, to any person
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+obtaining a copy of this software and associated documentation
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+files (the "Software"), to deal in the Software without
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+restriction, including without limitation the rights to use,
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+copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the
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+Software is furnished to do so, subject to the following
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+conditions:
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+
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+The above copyright notice and this permission notice shall be
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+included in all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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+OTHER DEALINGS IN THE SOFTWARE.
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+*/
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+
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+#include "DebugRenderer.h"
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+#include "Renderer.h"
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+#include "MathUtils.h"
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+
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+namespace crown
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+{
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+
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+//-----------------------------------------------------------------------------
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+DebugRenderer::DebugRenderer(Renderer& renderer) :
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+ m_renderer(renderer),
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+ m_lines_count(0)
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+{
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+}
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+
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+//-----------------------------------------------------------------------------
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+DebugRenderer::~DebugRenderer()
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+{
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+}
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+
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+//-----------------------------------------------------------------------------
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+void DebugRenderer::add_line(const Vec3& start, const Vec3& end, const Color4& color, bool depth_write)
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+{
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+ if (m_lines_count >= MAX_DEBUG_LINES)
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+ {
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+ return;
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+ }
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+
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+ m_lines[m_lines_count * 2 + 0] = start;
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+ m_lines[m_lines_count * 2 + 1] = end;
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+
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+ m_colors[m_lines_count * 2 + 0] = color;
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+ m_colors[m_lines_count * 2 + 1] = color;
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+
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+ m_depth_writes[m_lines_count * 2 + 0] = depth_write;
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+ m_depth_writes[m_lines_count * 2 + 1] = depth_write;
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+
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+ m_lines_count++;
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+}
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+
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+//-----------------------------------------------------------------------------
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+void DebugRenderer::add_sphere(const Vec3& center, const float radius, const Color4& color, bool depth_write)
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+{
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+ const uint32_t deg_step = 15;
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+
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+ // XZ plane
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+ for (uint32_t deg = 0; deg < 360; deg += deg_step)
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+ {
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+ float rad0 = math::deg_to_rad(deg);
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+ float rad1 = math::deg_to_rad(deg + deg_step);
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+
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+ Vec3 start(math::cos(rad0) * radius, 0, -math::sin(rad0) * radius);
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+ Vec3 end (math::cos(rad1) * radius, 0, -math::sin(rad1) * radius);
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+
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+ add_line(center + start, center + end, color, depth_write);
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+ }
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+
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+ // XY plane
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+ for (uint32_t deg = 0; deg < 360; deg += deg_step)
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+ {
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+ float rad0 = math::deg_to_rad(deg);
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+ float rad1 = math::deg_to_rad(deg + deg_step);
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+
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+ Vec3 start(math::cos(rad0) * radius, math::sin(rad0) * radius, 0);
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+ Vec3 end (math::cos(rad1) * radius, math::sin(rad1) * radius, 0);
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+
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+ add_line(center + start, center + end, color, depth_write);
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+ }
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+
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+ // YZ plane
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+ for (uint32_t deg = 0; deg < 360; deg += deg_step)
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+ {
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+ float rad0 = math::deg_to_rad(deg);
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+ float rad1 = math::deg_to_rad(deg + deg_step);
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+
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+ Vec3 start(0, math::sin(rad0) * radius, -math::cos(rad0) * radius);
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+ Vec3 end (0, math::sin(rad1) * radius, -math::cos(rad1) * radius);
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+
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+ add_line(center + start, center + end, color, depth_write);
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+ }
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+}
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+
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+//-----------------------------------------------------------------------------
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+void DebugRenderer::add_box(const Vec3& min, const Vec3& max, const Color4& color, bool depth_write)
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+{
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+ // Back lines
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+ add_line(min , Vec3(max.x, min.y, min.z), color, depth_write);
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+ add_line(Vec3(max.x, min.y, min.z), Vec3(max.x, max.y, min.z), color, depth_write);
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+ add_line(Vec3(max.x, max.y, min.z), Vec3(min.x, max.y, min.z), color, depth_write);
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+ add_line(Vec3(min.x, max.y, min.z), min , color, depth_write);
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+
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+ // Front lines
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+ add_line(Vec3(min.x, min.y, max.z), Vec3(max.x, min.y, max.z), color, depth_write);
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+ add_line(Vec3(max.x, min.y, max.z), Vec3(max.x, max.y, max.z), color, depth_write);
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+ add_line(Vec3(max.x, max.y, max.z), Vec3(min.x, max.y, max.z), color, depth_write);
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+ add_line(Vec3(min.x, max.y, max.z), Vec3(min.x, min.y, max.z), color, depth_write);
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+
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+ // Connect back and front vertices
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+ add_line(min , Vec3(min.x, min.y, max.z), color, depth_write);
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+ add_line(Vec3(max.x, min.y, min.z), Vec3(max.x, min.y, max.z), color, depth_write);
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+ add_line(Vec3(max.x, max.y, min.z), Vec3(max.x, max.y, max.z), color, depth_write);
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+ add_line(Vec3(min.x, max.y, min.z), Vec3(min.x, max.y, max.z), color, depth_write);
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+}
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+
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+//-----------------------------------------------------------------------------
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+void DebugRenderer::draw_all()
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+{
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+ if (m_lines_count > 0)
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+ {
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+ m_renderer.set_lighting(false);
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+ m_renderer.set_texturing(0, false);
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+
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+ m_renderer.draw_lines(m_lines[0].to_float_ptr(), m_colors[0].to_float_ptr(), m_lines_count * 2);
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+ }
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+
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+ m_lines_count = 0;
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+}
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+
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+} // namespace crown
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+
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