debug_line.cpp 12 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #include "debug_line.h"
  24. #include "math_utils.h"
  25. #include "color4.h"
  26. #include "vector3.h"
  27. #include "config.h"
  28. #include <string.h>
  29. #include <bgfx.h>
  30. namespace crown
  31. {
  32. namespace debug_line
  33. {
  34. #if CROWN_PLATFORM_LINUX || CROWN_PLATFORM_ANDROID
  35. static const uint8_t vs_h[335] =
  36. {
  37. 0x56, 0x53, 0x48, 0x03, 0x1c, 0xf0, 0xa8, 0xc9, 0x01, 0x00, 0x0f, 0x75, 0x5f, 0x6d, 0x6f, 0x64, // VSH........u_mod
  38. 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x09, 0x01, 0x00, 0x00, 0x01, 0x00, // elViewProj......
  39. 0x2a, 0x01, 0x00, 0x00, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x6d, 0x65, // *...attribute me
  40. 0x64, 0x69, 0x75, 0x6d, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, // diump vec4 a_col
  41. 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x6d, // or0;.attribute m
  42. 0x65, 0x64, 0x69, 0x75, 0x6d, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, // ediump vec3 a_po
  43. 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // sition;.varying
  44. 0x6d, 0x65, 0x64, 0x69, 0x75, 0x6d, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, // mediump vec4 v_c
  45. 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x6d, // olor0;.uniform m
  46. 0x65, 0x64, 0x69, 0x75, 0x6d, 0x70, 0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, // ediump mat4 u_mo
  47. 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x76, 0x6f, 0x69, // delViewProj;.voi
  48. 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x6d, 0x65, // d main ().{. me
  49. 0x64, 0x69, 0x75, 0x6d, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // diump vec4 tmpva
  50. 0x72, 0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, // r_1;. tmpvar_1.
  51. 0x77, 0x20, 0x3d, 0x20, 0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // w = 1.0;. tmpva
  52. 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x79, 0x7a, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, // r_1.xyz = a_posi
  53. 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, // tion;. gl_Posit
  54. 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x28, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, // ion = (u_modelVi
  55. 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // ewProj * tmpvar_
  56. 0x31, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, // 1);. v_color0 =
  57. 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // a_color0;.}...
  58. };
  59. static const uint8_t fs_h[91] =
  60. {
  61. 0x46, 0x53, 0x48, 0x03, 0x1c, 0xf0, 0xa8, 0xc9, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x76, 0x61, // FSH.......L...va
  62. 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x6d, 0x65, 0x64, 0x69, 0x75, 0x6d, 0x70, 0x20, 0x76, 0x65, // rying mediump ve
  63. 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, 0x6f, 0x69, // c4 v_color0;.voi
  64. 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x67, 0x6c, // d main ().{. gl
  65. 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x76, 0x5f, 0x63, // _FragColor = v_c
  66. 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // olor0;.}...
  67. };
  68. #elif CROWN_PLATFORM_WINDOWS
  69. static const uint8_t vs_h[419] =
  70. {
  71. 0x56, 0x53, 0x48, 0x02, 0x1c, 0xf0, 0xa8, 0xc9, 0x01, 0x00, 0x0f, 0x75, 0x5f, 0x6d, 0x6f, 0x64, // VSH........u_mod
  72. 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x09, 0x01, 0x00, 0x00, 0x04, 0x00, // elViewProj......
  73. 0x80, 0x01, 0x00, 0x03, 0xfe, 0xff, 0xfe, 0xff, 0x23, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, // ........#.CTAB..
  74. 0x00, 0x00, 0x57, 0x00, 0x00, 0x00, 0x00, 0x03, 0xfe, 0xff, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, // ..W.............
  75. 0x00, 0x00, 0x04, 0x01, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x02, 0x00, // ......P...0.....
  76. 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, // [email protected]_
  77. 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x00, 0x03, 0x00, // modelViewProj...
  78. 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x76, 0x73, // ..............vs
  79. 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, // _3_0.Microsoft (
  80. 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, // R) HLSL Shader C
  81. 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, // ompiler 9.29.952
  82. 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05, 0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, // .3111.Q.........
  83. 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, // .?..............
  84. 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
  85. 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, // ................
  86. 0x0f, 0xe0, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0xe0, 0x05, 0x00, // ................
  87. 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x90, 0x05, 0x00, // ................
  88. 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x55, 0x90, 0x02, 0x00, // ............U...
  89. 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x05, 0x00, // ................
  90. 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0xaa, 0x90, 0x02, 0x00, // ................
  91. 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x01, 0x00, // ................
  92. 0x00, 0x02, 0x01, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, // ................
  93. 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
  94. 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, // ................
  95. 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xe0, 0x00, 0x00, // ................
  96. 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x0f, 0xe0, 0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, // ................
  97. 0x00, 0x00, 0x00, // ...
  98. };
  99. static const uint8_t fs_h[137] =
  100. {
  101. 0x46, 0x53, 0x48, 0x02, 0x1c, 0xf0, 0xa8, 0xc9, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH.......|.....
  102. 0xfe, 0xff, 0x16, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, // ....CTAB....#...
  103. 0x00, 0x03, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x01, 0x00, 0x00, // ................
  104. 0x1c, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, // ....ps_3_0.Micro
  105. 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, // soft (R) HLSL Sh
  106. 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, // ader Compiler 9.
  107. 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, // 29.952.3111.....
  108. 0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, // ................
  109. 0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, 0x00, // .........
  110. };
  111. #endif
  112. static bgfx::VertexDecl s_decl;
  113. static bgfx::ProgramHandle s_prog;
  114. void init()
  115. {
  116. s_decl
  117. .begin()
  118. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  119. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  120. .end();
  121. bgfx::ShaderHandle vs = bgfx::createShader(
  122. bgfx::makeRef(vs_h, sizeof(vs_h)));
  123. bgfx::ShaderHandle fs = bgfx::createShader(
  124. bgfx::makeRef(fs_h, sizeof(fs_h)));
  125. s_prog = bgfx::createProgram(vs, fs, true);
  126. }
  127. void shutdown()
  128. {
  129. bgfx::destroyProgram(s_prog);
  130. }
  131. } // namespace debug_line
  132. //-----------------------------------------------------------------------------
  133. DebugLine::DebugLine(bool depth_test)
  134. : m_depth_test(depth_test)
  135. , m_num_lines(0)
  136. {
  137. }
  138. //-----------------------------------------------------------------------------
  139. void DebugLine::add_line(const Color4& color, const Vector3& start, const Vector3& end)
  140. {
  141. if (m_num_lines >= CE_MAX_DEBUG_LINES)
  142. return;
  143. m_lines[m_num_lines].p0[0] = start.x;
  144. m_lines[m_num_lines].p0[1] = start.y;
  145. m_lines[m_num_lines].p0[2] = start.z;
  146. m_lines[m_num_lines].c0 = color4::to_abgr(color);
  147. m_lines[m_num_lines].p1[0] = end.x;
  148. m_lines[m_num_lines].p1[1] = end.y;
  149. m_lines[m_num_lines].p1[2] = end.z;
  150. m_lines[m_num_lines].c1 = color4::to_abgr(color);
  151. m_num_lines++;
  152. }
  153. //-----------------------------------------------------------------------------
  154. void DebugLine::add_sphere(const Color4& color, const Vector3& center, const float radius)
  155. {
  156. const uint32_t deg_step = 15;
  157. for (uint32_t deg = 0; deg < 360; deg += deg_step)
  158. {
  159. const float rad0 = math::to_rad((float) deg);
  160. const float rad1 = math::to_rad((float) deg + deg_step);
  161. // XZ plane
  162. const Vector3 start0(math::cos(rad0) * radius, 0, -math::sin(rad0) * radius);
  163. const Vector3 end0 (math::cos(rad1) * radius, 0, -math::sin(rad1) * radius);
  164. add_line(color, center + start0, center + end0);
  165. // XY plane
  166. const Vector3 start1(math::cos(rad0) * radius, math::sin(rad0) * radius, 0);
  167. const Vector3 end1 (math::cos(rad1) * radius, math::sin(rad1) * radius, 0);
  168. add_line(color, center + start1, center + end1);
  169. // YZ plane
  170. const Vector3 start2(0, math::sin(rad0) * radius, -math::cos(rad0) * radius);
  171. const Vector3 end2 (0, math::sin(rad1) * radius, -math::cos(rad1) * radius);
  172. add_line(color, center + start2, center + end2);
  173. }
  174. }
  175. //-----------------------------------------------------------------------------
  176. void DebugLine::clear()
  177. {
  178. m_num_lines = 0;
  179. }
  180. //-----------------------------------------------------------------------------
  181. void DebugLine::commit()
  182. {
  183. if (!m_num_lines)
  184. return;
  185. bgfx::TransientVertexBuffer tvb;
  186. bgfx::allocTransientVertexBuffer(&tvb, CE_MAX_DEBUG_LINES * 2, debug_line::s_decl);
  187. memcpy(tvb.data, m_lines, sizeof(Line) * m_num_lines);
  188. bgfx::setState(BGFX_STATE_PT_LINES
  189. | BGFX_STATE_RGB_WRITE
  190. | BGFX_STATE_DEPTH_WRITE
  191. | (m_depth_test ? BGFX_STATE_DEPTH_TEST_LESS
  192. : BGFX_STATE_DEPTH_TEST_ALWAYS)
  193. | BGFX_STATE_CULL_CW);
  194. bgfx::setProgram(debug_line::s_prog);
  195. bgfx::setVertexBuffer(&tvb, 0, m_num_lines * 2);
  196. bgfx::submit(0);
  197. }
  198. } // namespace crown