// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Math/Color.h" #include "../Math/Frustum.h" #include "../Scene/Component.h" namespace Urho3D { class BoundingBox; class Camera; class Polyhedron; class Drawable; class Light; class Matrix3x4; class Renderer; class Skeleton; class Sphere; class VertexBuffer; /// Debug rendering line. struct DebugLine { /// Construct undefined. DebugLine() = default; /// Construct with start and end positions and color. DebugLine(const Vector3& start, const Vector3& end, unsigned color) : start_(start), end_(end), color_(color) { } /// Start position. Vector3 start_; /// End position. Vector3 end_; /// Color. unsigned color_{}; }; /// Debug render triangle. struct DebugTriangle { /// Construct undefined. DebugTriangle() = default; /// Construct with start and end positions and color. DebugTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color) : v1_(v1), v2_(v2), v3_(v3), color_(color) { } /// Vertex a. Vector3 v1_; /// Vertex b. Vector3 v2_; /// Vertex c. Vector3 v3_; /// Color. unsigned color_{}; }; /// Debug geometry rendering component. Should be added only to the root scene node. class URHO3D_API DebugRenderer : public Component { URHO3D_OBJECT(DebugRenderer, Component); public: /// Construct. explicit DebugRenderer(Context* context); /// Destruct. ~DebugRenderer() override; /// Register object factory. /// @nobind static void RegisterObject(Context* context); /// Set line antialiasing on/off. Default false. /// @property void SetLineAntiAlias(bool enable); /// Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling. void SetView(Camera* camera); /// Add a line. void AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest = true); /// Add a line with color already converted to unsigned. void AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest = true); /// Add a solid triangle. void AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest = true); /// Add a solid triangle with color already converted to unsigned. void AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest = true); /// Add a solid quadrangular polygon. void AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, const Color& color, bool depthTest = true); /// Add a solid quadrangular polygon with color already converted to unsigned. void AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, unsigned color, bool depthTest = true); /// Add a scene node represented as its coordinate axes. void AddNode(Node* node, float scale = 1.0f, bool depthTest = true); /// Add a bounding box. void AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest = true, bool solid = false); /// Add a bounding box with transform. void AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest = true, bool solid = false); /// Add a frustum. void AddFrustum(const Frustum& frustum, const Color& color, bool depthTest = true); /// Add a polyhedron. void AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest = true); /// Add a sphere. void AddSphere(const Sphere& sphere, const Color& color, bool depthTest = true); /// Add a sphere sector. Angle ranges from 0 to 360. Identity Quaternion yields the filled portion of the sector upwards. void AddSphereSector(const Sphere& sphere, const Quaternion& rotation, float angle, bool drawLines, const Color& color, bool depthTest = true); /// Add a cylinder. void AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest = true); /// Add a skeleton. void AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest = true); /// Add a triangle mesh. void AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest = true); /// Add a triangle mesh. void AddTriangleMesh(const void* vertexData, unsigned vertexSize, unsigned vertexStart, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest = true); /// Add a circle. void AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps = 64, bool depthTest = true); /// Add a cross. void AddCross(const Vector3& center, float size, const Color& color, bool depthTest = true); /// Add a quad on the XZ plane. void AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest = true); /// Update vertex buffer and render all debug lines. The viewport and rendertarget should be set before. void Render(); /// Return whether line antialiasing is enabled. /// @property bool GetLineAntiAlias() const { return lineAntiAlias_; } /// Return the view transform. const Matrix3x4& GetView() const { return view_; } /// Return the projection transform. const Matrix4& GetProjection() const { return projection_; } /// Return the view frustum. const Frustum& GetFrustum() const { return frustum_; } /// Check whether a bounding box is inside the view frustum. bool IsInside(const BoundingBox& box) const; /// Return whether has something to render. bool HasContent() const; private: /// Handle end of frame. Clear debug geometry. void HandleEndFrame(StringHash eventType, VariantMap& eventData); /// Lines rendered with depth test. Vector lines_; /// Lines rendered without depth test. Vector noDepthLines_; /// Triangles rendered with depth test. Vector triangles_; /// Triangles rendered without depth test. Vector noDepthTriangles_; /// View transform. Matrix3x4 view_; /// Projection transform. Matrix4 projection_; /// Projection transform in API-specific format. Matrix4 gpuProjection_; /// View frustum. Frustum frustum_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Line antialiasing flag. bool lineAntiAlias_; }; }