DebugRenderer.cpp 20 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/CoreEvents.h"
  25. #include "../Core/Profiler.h"
  26. #include "../Graphics/AnimatedModel.h"
  27. #include "../Graphics/Camera.h"
  28. #include "../Graphics/DebugRenderer.h"
  29. #include "../Graphics/Graphics.h"
  30. #include "../Graphics/Light.h"
  31. #include "../Graphics/ShaderVariation.h"
  32. #include "../Graphics/VertexBuffer.h"
  33. #include "../Math/Polyhedron.h"
  34. #include "../Resource/ResourceCache.h"
  35. #include "../DebugNew.h"
  36. namespace Urho3D
  37. {
  38. extern const char* SUBSYSTEM_CATEGORY;
  39. // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields
  40. static const unsigned MAX_LINES = 1000000;
  41. // Cap the amount of triangles to prevent crash.
  42. static const unsigned MAX_TRIANGLES = 100000;
  43. DebugRenderer::DebugRenderer(Context* context) :
  44. Component(context)
  45. {
  46. vertexBuffer_ = new VertexBuffer(context_);
  47. SubscribeToEvent(E_ENDFRAME, URHO3D_HANDLER(DebugRenderer, HandleEndFrame));
  48. }
  49. DebugRenderer::~DebugRenderer()
  50. {
  51. }
  52. void DebugRenderer::RegisterObject(Context* context)
  53. {
  54. context->RegisterFactory<DebugRenderer>(SUBSYSTEM_CATEGORY);
  55. }
  56. void DebugRenderer::SetView(Camera* camera)
  57. {
  58. if (!camera)
  59. return;
  60. view_ = camera->GetView();
  61. projection_ = camera->GetProjection();
  62. gpuProjection_ = camera->GetGPUProjection();
  63. frustum_ = camera->GetFrustum();
  64. }
  65. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  66. {
  67. AddLine(start, end, color.ToUInt(), depthTest);
  68. }
  69. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
  70. {
  71. if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
  72. return;
  73. if (depthTest)
  74. lines_.Push(DebugLine(start, end, color));
  75. else
  76. noDepthLines_.Push(DebugLine(start, end, color));
  77. }
  78. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
  79. {
  80. AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
  81. }
  82. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
  83. {
  84. if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
  85. return;
  86. if (depthTest)
  87. triangles_.Push(DebugTriangle(v1, v2, v3, color));
  88. else
  89. noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
  90. }
  91. void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
  92. {
  93. if (!node)
  94. return;
  95. Vector3 start = node->GetWorldPosition();
  96. Quaternion rotation = node->GetWorldRotation();
  97. AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest);
  98. AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest);
  99. AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest);
  100. }
  101. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
  102. {
  103. const Vector3& min = box.min_;
  104. const Vector3& max = box.max_;
  105. Vector3 v1(max.x_, min.y_, min.z_);
  106. Vector3 v2(max.x_, max.y_, min.z_);
  107. Vector3 v3(min.x_, max.y_, min.z_);
  108. Vector3 v4(min.x_, min.y_, max.z_);
  109. Vector3 v5(max.x_, min.y_, max.z_);
  110. Vector3 v6(min.x_, max.y_, max.z_);
  111. unsigned uintColor = color.ToUInt();
  112. AddLine(min, v1, uintColor, depthTest);
  113. AddLine(v1, v2, uintColor, depthTest);
  114. AddLine(v2, v3, uintColor, depthTest);
  115. AddLine(v3, min, uintColor, depthTest);
  116. AddLine(v4, v5, uintColor, depthTest);
  117. AddLine(v5, max, uintColor, depthTest);
  118. AddLine(max, v6, uintColor, depthTest);
  119. AddLine(v6, v4, uintColor, depthTest);
  120. AddLine(min, v4, uintColor, depthTest);
  121. AddLine(v1, v5, uintColor, depthTest);
  122. AddLine(v2, max, uintColor, depthTest);
  123. AddLine(v3, v6, uintColor, depthTest);
  124. }
  125. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest)
  126. {
  127. const Vector3& min = box.min_;
  128. const Vector3& max = box.max_;
  129. Vector3 v0(transform * min);
  130. Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_));
  131. Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_));
  132. Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_));
  133. Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_));
  134. Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_));
  135. Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_));
  136. Vector3 v7(transform * max);
  137. unsigned uintColor = color.ToUInt();
  138. AddLine(v0, v1, uintColor, depthTest);
  139. AddLine(v1, v2, uintColor, depthTest);
  140. AddLine(v2, v3, uintColor, depthTest);
  141. AddLine(v3, v0, uintColor, depthTest);
  142. AddLine(v4, v5, uintColor, depthTest);
  143. AddLine(v5, v7, uintColor, depthTest);
  144. AddLine(v7, v6, uintColor, depthTest);
  145. AddLine(v6, v4, uintColor, depthTest);
  146. AddLine(v0, v4, uintColor, depthTest);
  147. AddLine(v1, v5, uintColor, depthTest);
  148. AddLine(v2, v7, uintColor, depthTest);
  149. AddLine(v3, v6, uintColor, depthTest);
  150. }
  151. void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  152. {
  153. const Vector3* vertices = frustum.vertices_;
  154. unsigned uintColor = color.ToUInt();
  155. AddLine(vertices[0], vertices[1], uintColor, depthTest);
  156. AddLine(vertices[1], vertices[2], uintColor, depthTest);
  157. AddLine(vertices[2], vertices[3], uintColor, depthTest);
  158. AddLine(vertices[3], vertices[0], uintColor, depthTest);
  159. AddLine(vertices[4], vertices[5], uintColor, depthTest);
  160. AddLine(vertices[5], vertices[6], uintColor, depthTest);
  161. AddLine(vertices[6], vertices[7], uintColor, depthTest);
  162. AddLine(vertices[7], vertices[4], uintColor, depthTest);
  163. AddLine(vertices[0], vertices[4], uintColor, depthTest);
  164. AddLine(vertices[1], vertices[5], uintColor, depthTest);
  165. AddLine(vertices[2], vertices[6], uintColor, depthTest);
  166. AddLine(vertices[3], vertices[7], uintColor, depthTest);
  167. }
  168. void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
  169. {
  170. unsigned uintColor = color.ToUInt();
  171. for (unsigned i = 0; i < poly.faces_.Size(); ++i)
  172. {
  173. const PODVector<Vector3>& face = poly.faces_[i];
  174. if (face.Size() >= 3)
  175. {
  176. for (unsigned j = 0; j < face.Size(); ++j)
  177. AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
  178. }
  179. }
  180. }
  181. static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi)
  182. {
  183. return Vector3(
  184. sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi),
  185. sphere.center_.y_ + sphere.radius_ * Cos((float)phi),
  186. sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi)
  187. );
  188. }
  189. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  190. {
  191. unsigned uintColor = color.ToUInt();
  192. for (unsigned j = 0; j < 180; j += 45)
  193. {
  194. for (unsigned i = 0; i < 360; i += 45)
  195. {
  196. Vector3 p1 = PointOnSphere(sphere, i, j);
  197. Vector3 p2 = PointOnSphere(sphere, i + 45, j);
  198. Vector3 p3 = PointOnSphere(sphere, i, j + 45);
  199. Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45);
  200. AddLine(p1, p2, uintColor, depthTest);
  201. AddLine(p3, p4, uintColor, depthTest);
  202. AddLine(p1, p3, uintColor, depthTest);
  203. AddLine(p2, p4, uintColor, depthTest);
  204. }
  205. }
  206. }
  207. void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
  208. {
  209. Sphere sphere(position, radius);
  210. Vector3 heightVec(0, height, 0);
  211. Vector3 offsetXVec(radius, 0, 0);
  212. Vector3 offsetZVec(0, 0, radius);
  213. for (unsigned i = 0; i < 360; i += 45)
  214. {
  215. Vector3 p1 = PointOnSphere(sphere, i, 90);
  216. Vector3 p2 = PointOnSphere(sphere, i + 45, 90);
  217. AddLine(p1, p2, color, depthTest);
  218. AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
  219. }
  220. AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
  221. AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
  222. AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
  223. AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
  224. }
  225. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  226. {
  227. const Vector<Bone>& bones = skeleton.GetBones();
  228. if (!bones.Size())
  229. return;
  230. unsigned uintColor = color.ToUInt();
  231. for (unsigned i = 0; i < bones.Size(); ++i)
  232. {
  233. // Skip if bone contains no skinned geometry
  234. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  235. continue;
  236. Node* boneNode = bones[i].node_;
  237. if (!boneNode)
  238. continue;
  239. Vector3 start = boneNode->GetWorldPosition();
  240. Vector3 end;
  241. unsigned j = bones[i].parentIndex_;
  242. Node* parentNode = boneNode->GetParent();
  243. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  244. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  245. end = parentNode->GetWorldPosition();
  246. else
  247. end = start;
  248. AddLine(start, end, uintColor, depthTest);
  249. }
  250. }
  251. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  252. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  253. {
  254. unsigned uintColor = color.ToUInt();
  255. const unsigned char* srcData = (const unsigned char*)vertexData;
  256. // 16-bit indices
  257. if (indexSize == sizeof(unsigned short))
  258. {
  259. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  260. const unsigned short* indicesEnd = indices + indexCount;
  261. while (indices < indicesEnd)
  262. {
  263. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  264. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  265. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  266. AddLine(v0, v1, uintColor, depthTest);
  267. AddLine(v1, v2, uintColor, depthTest);
  268. AddLine(v2, v0, uintColor, depthTest);
  269. indices += 3;
  270. }
  271. }
  272. else
  273. {
  274. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  275. const unsigned* indicesEnd = indices + indexCount;
  276. while (indices < indicesEnd)
  277. {
  278. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  279. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  280. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  281. AddLine(v0, v1, uintColor, depthTest);
  282. AddLine(v1, v2, uintColor, depthTest);
  283. AddLine(v2, v0, uintColor, depthTest);
  284. indices += 3;
  285. }
  286. }
  287. }
  288. void DebugRenderer::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
  289. {
  290. Quaternion orientation;
  291. orientation.FromRotationTo(Vector3::UP, normal.Normalized());
  292. Vector3 p = orientation * Vector3(radius, 0, 0) + center;
  293. unsigned uintColor = color.ToUInt();
  294. for(int i = 1; i <= steps; ++i)
  295. {
  296. const float angle = (float)i / (float)steps * 360.0f;
  297. Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
  298. Vector3 c = orientation * v + center;
  299. AddLine(p, c, uintColor, depthTest);
  300. p = c;
  301. }
  302. p = center + normal * (radius / 4.0f);
  303. AddLine(center, p, uintColor, depthTest);
  304. }
  305. void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
  306. {
  307. unsigned uintColor = color.ToUInt();
  308. float halfSize = size / 2.0f;
  309. for (int i = 0; i < 3; ++i)
  310. {
  311. float start[3] = { center.x_, center.y_, center.z_ };
  312. float end[3] = { center.x_, center.y_, center.z_ };
  313. start[i] -= halfSize;
  314. end[i] += halfSize;
  315. AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
  316. }
  317. }
  318. void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
  319. {
  320. unsigned uintColor = color.ToUInt();
  321. Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
  322. Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
  323. Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
  324. Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
  325. AddLine(v0, v1, uintColor, depthTest);
  326. AddLine(v1, v2, uintColor, depthTest);
  327. AddLine(v2, v3, uintColor, depthTest);
  328. AddLine(v3, v0, uintColor, depthTest);
  329. }
  330. void DebugRenderer::Render()
  331. {
  332. if (!HasContent())
  333. return;
  334. Graphics* graphics = GetSubsystem<Graphics>();
  335. // Engine does not render when window is closed or device is lost
  336. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  337. URHO3D_PROFILE(RenderDebugGeometry);
  338. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  339. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  340. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  341. // Resize the vertex buffer if too small or much too large
  342. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  343. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  344. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  345. if (!dest)
  346. return;
  347. for (unsigned i = 0; i < lines_.Size(); ++i)
  348. {
  349. const DebugLine& line = lines_[i];
  350. dest[0] = line.start_.x_;
  351. dest[1] = line.start_.y_;
  352. dest[2] = line.start_.z_;
  353. ((unsigned&)dest[3]) = line.color_;
  354. dest[4] = line.end_.x_;
  355. dest[5] = line.end_.y_;
  356. dest[6] = line.end_.z_;
  357. ((unsigned&)dest[7]) = line.color_;
  358. dest += 8;
  359. }
  360. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  361. {
  362. const DebugLine& line = noDepthLines_[i];
  363. dest[0] = line.start_.x_;
  364. dest[1] = line.start_.y_;
  365. dest[2] = line.start_.z_;
  366. ((unsigned&)dest[3]) = line.color_;
  367. dest[4] = line.end_.x_;
  368. dest[5] = line.end_.y_;
  369. dest[6] = line.end_.z_;
  370. ((unsigned&)dest[7]) = line.color_;
  371. dest += 8;
  372. }
  373. for (unsigned i = 0; i < triangles_.Size(); ++i)
  374. {
  375. const DebugTriangle& triangle = triangles_[i];
  376. dest[0] = triangle.v1_.x_;
  377. dest[1] = triangle.v1_.y_;
  378. dest[2] = triangle.v1_.z_;
  379. ((unsigned&)dest[3]) = triangle.color_;
  380. dest[4] = triangle.v2_.x_;
  381. dest[5] = triangle.v2_.y_;
  382. dest[6] = triangle.v2_.z_;
  383. ((unsigned&)dest[7]) = triangle.color_;
  384. dest[8] = triangle.v3_.x_;
  385. dest[9] = triangle.v3_.y_;
  386. dest[10] = triangle.v3_.z_;
  387. ((unsigned&)dest[11]) = triangle.color_;
  388. dest += 12;
  389. }
  390. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  391. {
  392. const DebugTriangle& triangle = noDepthTriangles_[i];
  393. dest[0] = triangle.v1_.x_;
  394. dest[1] = triangle.v1_.y_;
  395. dest[2] = triangle.v1_.z_;
  396. ((unsigned&)dest[3]) = triangle.color_;
  397. dest[4] = triangle.v2_.x_;
  398. dest[5] = triangle.v2_.y_;
  399. dest[6] = triangle.v2_.z_;
  400. ((unsigned&)dest[7]) = triangle.color_;
  401. dest[8] = triangle.v3_.x_;
  402. dest[9] = triangle.v3_.y_;
  403. dest[10] = triangle.v3_.z_;
  404. ((unsigned&)dest[11]) = triangle.color_;
  405. dest += 12;
  406. }
  407. vertexBuffer_->Unlock();
  408. graphics->SetBlendMode(BLEND_REPLACE);
  409. graphics->SetColorWrite(true);
  410. graphics->SetCullMode(CULL_NONE);
  411. graphics->SetDepthWrite(true);
  412. graphics->SetScissorTest(false);
  413. graphics->SetStencilTest(false);
  414. graphics->SetShaders(vs, ps);
  415. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  416. graphics->SetShaderParameter(VSP_VIEW, view_);
  417. graphics->SetShaderParameter(VSP_VIEWINV, view_.Inverse());
  418. graphics->SetShaderParameter(VSP_VIEWPROJ, gpuProjection_ * view_);
  419. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  420. graphics->SetVertexBuffer(vertexBuffer_);
  421. unsigned start = 0;
  422. unsigned count = 0;
  423. if (lines_.Size())
  424. {
  425. count = lines_.Size() * 2;
  426. graphics->SetDepthTest(CMP_LESSEQUAL);
  427. graphics->Draw(LINE_LIST, start, count);
  428. start += count;
  429. }
  430. if (noDepthLines_.Size())
  431. {
  432. count = noDepthLines_.Size() * 2;
  433. graphics->SetDepthTest(CMP_ALWAYS);
  434. graphics->Draw(LINE_LIST, start, count);
  435. start += count;
  436. }
  437. graphics->SetBlendMode(BLEND_ALPHA);
  438. if (triangles_.Size())
  439. {
  440. count = triangles_.Size() * 3;
  441. graphics->SetDepthTest(CMP_LESSEQUAL);
  442. graphics->Draw(TRIANGLE_LIST, start, count);
  443. start += count;
  444. }
  445. if (noDepthTriangles_.Size())
  446. {
  447. count = noDepthTriangles_.Size() * 3;
  448. graphics->SetDepthTest(CMP_ALWAYS);
  449. graphics->Draw(TRIANGLE_LIST, start, count);
  450. }
  451. }
  452. bool DebugRenderer::IsInside(const BoundingBox& box) const
  453. {
  454. return frustum_.IsInsideFast(box) == INSIDE;
  455. }
  456. bool DebugRenderer::HasContent() const
  457. {
  458. return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
  459. }
  460. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  461. {
  462. // When the amount of debug geometry is reduced, release memory
  463. unsigned linesSize = lines_.Size();
  464. unsigned noDepthLinesSize = noDepthLines_.Size();
  465. unsigned trianglesSize = triangles_.Size();
  466. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  467. lines_.Clear();
  468. noDepthLines_.Clear();
  469. triangles_.Clear();
  470. noDepthTriangles_.Clear();
  471. if (lines_.Capacity() > linesSize * 2)
  472. lines_.Reserve(linesSize);
  473. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  474. noDepthLines_.Reserve(noDepthLinesSize);
  475. if (triangles_.Capacity() > trianglesSize * 2)
  476. triangles_.Reserve(trianglesSize);
  477. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  478. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  479. }
  480. }