// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "AnimatedModel.h" #include "Camera.h" #include "Context.h" #include "CoreEvents.h" #include "DebugRenderer.h" #include "Graphics.h" #include "Light.h" #include "Polyhedron.h" #include "Profiler.h" #include "Renderer.h" #include "ResourceCache.h" #include "ShaderVariation.h" #include "VertexBuffer.h" #include "DebugNew.h" namespace Urho3D { extern const char* SUBSYSTEM_CATEGORY; // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields static const unsigned MAX_LINES = 1000000; DebugRenderer::DebugRenderer(Context* context) : Component(context) { vertexBuffer_ = new VertexBuffer(context_); SubscribeToEvent(E_ENDFRAME, HANDLER(DebugRenderer, HandleEndFrame)); } DebugRenderer::~DebugRenderer() { } void DebugRenderer::RegisterObject(Context* context) { context->RegisterFactory(SUBSYSTEM_CATEGORY); } void DebugRenderer::SetView(Camera* camera) { if (!camera) return; view_ = camera->GetView(); projection_ = camera->GetProjection(); frustum_ = camera->GetFrustum(); } void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest) { AddLine(start, end, color.ToUInt(), depthTest); } void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest) { if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES) return; if (depthTest) lines_.Push(DebugLine(start, end, color)); else noDepthLines_.Push(DebugLine(start, end, color)); } void DebugRenderer::AddNode(Node* node, float scale, bool depthTest) { if (!node) return; Vector3 start = node->GetWorldPosition(); Quaternion rotation = node->GetWorldRotation(); AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest); AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest); AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest); } void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest) { const Vector3& min = box.min_; const Vector3& max = box.max_; Vector3 v1(max.x_, min.y_, min.z_); Vector3 v2(max.x_, max.y_, min.z_); Vector3 v3(min.x_, max.y_, min.z_); Vector3 v4(min.x_, min.y_, max.z_); Vector3 v5(max.x_, min.y_, max.z_); Vector3 v6(min.x_, max.y_, max.z_); unsigned uintColor = color.ToUInt(); AddLine(min, v1, uintColor, depthTest); AddLine(v1, v2, uintColor, depthTest); AddLine(v2, v3, uintColor, depthTest); AddLine(v3, min, uintColor, depthTest); AddLine(v4, v5, uintColor, depthTest); AddLine(v5, max, uintColor, depthTest); AddLine(max, v6, uintColor, depthTest); AddLine(v6, v4, uintColor, depthTest); AddLine(min, v4, uintColor, depthTest); AddLine(v1, v5, uintColor, depthTest); AddLine(v2, max, uintColor, depthTest); AddLine(v3, v6, uintColor, depthTest); } void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest) { const Vector3& min = box.min_; const Vector3& max = box.max_; Vector3 v0(transform * min); Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_)); Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_)); Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_)); Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_)); Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_)); Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_)); Vector3 v7(transform * max); unsigned uintColor = color.ToUInt(); AddLine(v0, v1, uintColor, depthTest); AddLine(v1, v2, uintColor, depthTest); AddLine(v2, v3, uintColor, depthTest); AddLine(v3, v0, uintColor, depthTest); AddLine(v4, v5, uintColor, depthTest); AddLine(v5, v7, uintColor, depthTest); AddLine(v7, v6, uintColor, depthTest); AddLine(v6, v4, uintColor, depthTest); AddLine(v0, v4, uintColor, depthTest); AddLine(v1, v5, uintColor, depthTest); AddLine(v2, v7, uintColor, depthTest); AddLine(v3, v6, uintColor, depthTest); } void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest) { const Vector3* vertices = frustum.vertices_; unsigned uintColor = color.ToUInt(); AddLine(vertices[0], vertices[1], uintColor, depthTest); AddLine(vertices[1], vertices[2], uintColor, depthTest); AddLine(vertices[2], vertices[3], uintColor, depthTest); AddLine(vertices[3], vertices[0], uintColor, depthTest); AddLine(vertices[4], vertices[5], uintColor, depthTest); AddLine(vertices[5], vertices[6], uintColor, depthTest); AddLine(vertices[6], vertices[7], uintColor, depthTest); AddLine(vertices[7], vertices[4], uintColor, depthTest); AddLine(vertices[0], vertices[4], uintColor, depthTest); AddLine(vertices[1], vertices[5], uintColor, depthTest); AddLine(vertices[2], vertices[6], uintColor, depthTest); AddLine(vertices[3], vertices[7], uintColor, depthTest); } void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest) { unsigned uintColor = color.ToUInt(); for (unsigned i = 0; i < poly.faces_.Size(); ++i) { const PODVector& face = poly.faces_[i]; if (face.Size() >= 3) { for (unsigned j = 0; j < face.Size(); ++j) AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest); } } } static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi) { return Vector3( sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi), sphere.center_.y_ + sphere.radius_ * Cos((float)phi), sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi) ); } void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest) { unsigned uintColor = color.ToUInt(); for (unsigned j = 0; j < 180; j += 45) { for (unsigned i = 0; i < 360; i += 45) { Vector3 p1 = PointOnSphere(sphere, i, j); Vector3 p2 = PointOnSphere(sphere, i + 45, j); Vector3 p3 = PointOnSphere(sphere, i, j + 45); Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45); AddLine(p1, p2, uintColor, depthTest); AddLine(p3, p4, uintColor, depthTest); AddLine(p1, p3, uintColor, depthTest); AddLine(p2, p4, uintColor, depthTest); } } } void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest) { const Vector& bones = skeleton.GetBones(); if (!bones.Size()) return; unsigned uintColor = color.ToUInt(); for (unsigned i = 0; i < bones.Size(); ++i) { // Skip if bone contains no skinned geometry if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON) continue; Node* boneNode = bones[i].node_; if (!boneNode) continue; Vector3 start = boneNode->GetWorldPosition(); Vector3 end; unsigned j = bones[i].parentIndex_; Node* parentNode = boneNode->GetParent(); // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON)) end = parentNode->GetWorldPosition(); else end = start; AddLine(start, end, uintColor, depthTest); } } void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest) { unsigned uintColor = color.ToUInt(); const unsigned char* srcData = (const unsigned char*)vertexData; // 16-bit indices if (indexSize == sizeof(unsigned short)) { const unsigned short* indices = ((const unsigned short*)indexData) + indexStart; const unsigned short* indicesEnd = indices + indexCount; while (indices < indicesEnd) { Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize])); Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize])); Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize])); AddLine(v0, v1, uintColor, depthTest); AddLine(v1, v2, uintColor, depthTest); AddLine(v2, v0, uintColor, depthTest); indices += 3; } } else { const unsigned* indices = ((const unsigned*)indexData) + indexStart; const unsigned* indicesEnd = indices + indexCount; while (indices < indicesEnd) { Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize])); Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize])); Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize])); AddLine(v0, v1, uintColor, depthTest); AddLine(v1, v2, uintColor, depthTest); AddLine(v2, v0, uintColor, depthTest); indices += 3; } } } void DebugRenderer::Render() { if (lines_.Empty() && noDepthLines_.Empty()) return; Graphics* graphics = GetSubsystem(); Renderer* renderer = GetSubsystem(); if (!graphics || graphics->IsDeviceLost()) return; PROFILE(RenderDebugGeometry); // Cache shaders if (!vs_) vs_ = renderer->GetVertexShader("Basic_VCol"); if (!ps_) ps_ = renderer->GetPixelShader("Basic_VCol"); unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2; // Resize the vertex buffer if too small or much too large if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2) vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true); float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true); if (!dest) return; for (unsigned i = 0; i < lines_.Size(); ++i) { const DebugLine& line = lines_[i]; dest[0] = line.start_.x_; dest[1] = line.start_.y_; dest[2] = line.start_.z_; ((unsigned&)dest[3]) = line.color_; dest[4] = line.end_.x_; dest[5] = line.end_.y_; dest[6] = line.end_.z_; ((unsigned&)dest[7]) = line.color_; dest += 8; } for (unsigned i = 0; i < noDepthLines_.Size(); ++i) { const DebugLine& line = noDepthLines_[i]; dest[0] = line.start_.x_; dest[1] = line.start_.y_; dest[2] = line.start_.z_; ((unsigned&)dest[3]) = line.color_; dest[4] = line.end_.x_; dest[5] = line.end_.y_; dest[6] = line.end_.z_; ((unsigned&)dest[7]) = line.color_; dest += 8; } vertexBuffer_->Unlock(); graphics->SetBlendMode(BLEND_REPLACE); graphics->SetColorWrite(true); graphics->SetCullMode(CULL_NONE); graphics->SetDepthWrite(true); graphics->SetScissorTest(false); graphics->SetStencilTest(false); graphics->SetShaders(vs_, ps_); graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY); graphics->SetShaderParameter(VSP_VIEWPROJ, projection_ * view_); graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f)); graphics->SetVertexBuffer(vertexBuffer_); if (lines_.Size()) { graphics->SetDepthTest(CMP_LESSEQUAL); graphics->Draw(LINE_LIST, 0, lines_.Size() * 2); } if (noDepthLines_.Size()) { graphics->SetDepthTest(CMP_ALWAYS); graphics->Draw(LINE_LIST, lines_.Size() * 2, noDepthLines_.Size() * 2); } } bool DebugRenderer::IsInside(const BoundingBox& box) const { return frustum_.IsInsideFast(box) == INSIDE; } void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData) { // When the amount of debug geometry is reduced, release memory unsigned linesSize = lines_.Size(); unsigned noDepthLinesSize = noDepthLines_.Size(); lines_.Clear(); noDepthLines_.Clear(); if (lines_.Capacity() > linesSize * 2) lines_.Reserve(linesSize); if (noDepthLines_.Capacity() > noDepthLinesSize * 2) noDepthLines_.Reserve(noDepthLinesSize); } }