DebugRenderer.cpp 20 KB

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  1. //
  2. // Copyright (c) 2008-2015 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. frustum_ = camera->GetFrustum();
  63. }
  64. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  65. {
  66. AddLine(start, end, color.ToUInt(), depthTest);
  67. }
  68. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
  69. {
  70. if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
  71. return;
  72. if (depthTest)
  73. lines_.Push(DebugLine(start, end, color));
  74. else
  75. noDepthLines_.Push(DebugLine(start, end, color));
  76. }
  77. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
  78. {
  79. AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
  80. }
  81. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
  82. {
  83. if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
  84. return;
  85. if (depthTest)
  86. triangles_.Push(DebugTriangle(v1, v2, v3, color));
  87. else
  88. noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
  89. }
  90. void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
  91. {
  92. if (!node)
  93. return;
  94. Vector3 start = node->GetWorldPosition();
  95. Quaternion rotation = node->GetWorldRotation();
  96. AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest);
  97. AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest);
  98. AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest);
  99. }
  100. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
  101. {
  102. const Vector3& min = box.min_;
  103. const Vector3& max = box.max_;
  104. Vector3 v1(max.x_, min.y_, min.z_);
  105. Vector3 v2(max.x_, max.y_, min.z_);
  106. Vector3 v3(min.x_, max.y_, min.z_);
  107. Vector3 v4(min.x_, min.y_, max.z_);
  108. Vector3 v5(max.x_, min.y_, max.z_);
  109. Vector3 v6(min.x_, max.y_, max.z_);
  110. unsigned uintColor = color.ToUInt();
  111. AddLine(min, v1, uintColor, depthTest);
  112. AddLine(v1, v2, uintColor, depthTest);
  113. AddLine(v2, v3, uintColor, depthTest);
  114. AddLine(v3, min, uintColor, depthTest);
  115. AddLine(v4, v5, uintColor, depthTest);
  116. AddLine(v5, max, uintColor, depthTest);
  117. AddLine(max, v6, uintColor, depthTest);
  118. AddLine(v6, v4, uintColor, depthTest);
  119. AddLine(min, v4, uintColor, depthTest);
  120. AddLine(v1, v5, uintColor, depthTest);
  121. AddLine(v2, max, uintColor, depthTest);
  122. AddLine(v3, v6, uintColor, depthTest);
  123. }
  124. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest)
  125. {
  126. const Vector3& min = box.min_;
  127. const Vector3& max = box.max_;
  128. Vector3 v0(transform * min);
  129. Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_));
  130. Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_));
  131. Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_));
  132. Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_));
  133. Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_));
  134. Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_));
  135. Vector3 v7(transform * max);
  136. unsigned uintColor = color.ToUInt();
  137. AddLine(v0, v1, uintColor, depthTest);
  138. AddLine(v1, v2, uintColor, depthTest);
  139. AddLine(v2, v3, uintColor, depthTest);
  140. AddLine(v3, v0, uintColor, depthTest);
  141. AddLine(v4, v5, uintColor, depthTest);
  142. AddLine(v5, v7, uintColor, depthTest);
  143. AddLine(v7, v6, uintColor, depthTest);
  144. AddLine(v6, v4, uintColor, depthTest);
  145. AddLine(v0, v4, uintColor, depthTest);
  146. AddLine(v1, v5, uintColor, depthTest);
  147. AddLine(v2, v7, uintColor, depthTest);
  148. AddLine(v3, v6, uintColor, depthTest);
  149. }
  150. void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  151. {
  152. const Vector3* vertices = frustum.vertices_;
  153. unsigned uintColor = color.ToUInt();
  154. AddLine(vertices[0], vertices[1], uintColor, depthTest);
  155. AddLine(vertices[1], vertices[2], uintColor, depthTest);
  156. AddLine(vertices[2], vertices[3], uintColor, depthTest);
  157. AddLine(vertices[3], vertices[0], uintColor, depthTest);
  158. AddLine(vertices[4], vertices[5], uintColor, depthTest);
  159. AddLine(vertices[5], vertices[6], uintColor, depthTest);
  160. AddLine(vertices[6], vertices[7], uintColor, depthTest);
  161. AddLine(vertices[7], vertices[4], uintColor, depthTest);
  162. AddLine(vertices[0], vertices[4], uintColor, depthTest);
  163. AddLine(vertices[1], vertices[5], uintColor, depthTest);
  164. AddLine(vertices[2], vertices[6], uintColor, depthTest);
  165. AddLine(vertices[3], vertices[7], uintColor, depthTest);
  166. }
  167. void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
  168. {
  169. unsigned uintColor = color.ToUInt();
  170. for (unsigned i = 0; i < poly.faces_.Size(); ++i)
  171. {
  172. const PODVector<Vector3>& face = poly.faces_[i];
  173. if (face.Size() >= 3)
  174. {
  175. for (unsigned j = 0; j < face.Size(); ++j)
  176. AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
  177. }
  178. }
  179. }
  180. static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi)
  181. {
  182. return Vector3(
  183. sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi),
  184. sphere.center_.y_ + sphere.radius_ * Cos((float)phi),
  185. sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi)
  186. );
  187. }
  188. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  189. {
  190. unsigned uintColor = color.ToUInt();
  191. for (unsigned j = 0; j < 180; j += 45)
  192. {
  193. for (unsigned i = 0; i < 360; i += 45)
  194. {
  195. Vector3 p1 = PointOnSphere(sphere, i, j);
  196. Vector3 p2 = PointOnSphere(sphere, i + 45, j);
  197. Vector3 p3 = PointOnSphere(sphere, i, j + 45);
  198. Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45);
  199. AddLine(p1, p2, uintColor, depthTest);
  200. AddLine(p3, p4, uintColor, depthTest);
  201. AddLine(p1, p3, uintColor, depthTest);
  202. AddLine(p2, p4, uintColor, depthTest);
  203. }
  204. }
  205. }
  206. void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
  207. {
  208. Sphere sphere(position, radius);
  209. Vector3 heightVec(0, height, 0);
  210. Vector3 offsetXVec(radius, 0, 0);
  211. Vector3 offsetZVec(0, 0, radius);
  212. for (unsigned i = 0; i < 360; i += 45)
  213. {
  214. Vector3 p1 = PointOnSphere(sphere, i, 90);
  215. Vector3 p2 = PointOnSphere(sphere, i + 45, 90);
  216. AddLine(p1, p2, color, depthTest);
  217. AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
  218. }
  219. AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
  220. AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
  221. AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
  222. AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
  223. }
  224. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  225. {
  226. const Vector<Bone>& bones = skeleton.GetBones();
  227. if (!bones.Size())
  228. return;
  229. unsigned uintColor = color.ToUInt();
  230. for (unsigned i = 0; i < bones.Size(); ++i)
  231. {
  232. // Skip if bone contains no skinned geometry
  233. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  234. continue;
  235. Node* boneNode = bones[i].node_;
  236. if (!boneNode)
  237. continue;
  238. Vector3 start = boneNode->GetWorldPosition();
  239. Vector3 end;
  240. unsigned j = bones[i].parentIndex_;
  241. Node* parentNode = boneNode->GetParent();
  242. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  243. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  244. end = parentNode->GetWorldPosition();
  245. else
  246. end = start;
  247. AddLine(start, end, uintColor, depthTest);
  248. }
  249. }
  250. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  251. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  252. {
  253. unsigned uintColor = color.ToUInt();
  254. const unsigned char* srcData = (const unsigned char*)vertexData;
  255. // 16-bit indices
  256. if (indexSize == sizeof(unsigned short))
  257. {
  258. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  259. const unsigned short* indicesEnd = indices + indexCount;
  260. while (indices < indicesEnd)
  261. {
  262. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  263. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  264. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  265. AddLine(v0, v1, uintColor, depthTest);
  266. AddLine(v1, v2, uintColor, depthTest);
  267. AddLine(v2, v0, uintColor, depthTest);
  268. indices += 3;
  269. }
  270. }
  271. else
  272. {
  273. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  274. const unsigned* indicesEnd = indices + indexCount;
  275. while (indices < indicesEnd)
  276. {
  277. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  278. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  279. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  280. AddLine(v0, v1, uintColor, depthTest);
  281. AddLine(v1, v2, uintColor, depthTest);
  282. AddLine(v2, v0, uintColor, depthTest);
  283. indices += 3;
  284. }
  285. }
  286. }
  287. void DebugRenderer::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
  288. {
  289. Quaternion orientation;
  290. orientation.FromRotationTo(Vector3::UP, normal.Normalized());
  291. Vector3 p = orientation * Vector3(radius, 0, 0) + center;
  292. unsigned uintColor = color.ToUInt();
  293. for(int i = 1; i <= steps; ++i)
  294. {
  295. const float angle = (float)i / (float)steps * 360.0f;
  296. Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
  297. Vector3 c = orientation * v + center;
  298. AddLine(p, c, uintColor, depthTest);
  299. p = c;
  300. }
  301. p = center + normal * (radius / 4.0f);
  302. AddLine(center, p, uintColor, depthTest);
  303. }
  304. void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
  305. {
  306. unsigned uintColor = color.ToUInt();
  307. float halfSize = size / 2.0f;
  308. for (int i = 0; i < 3; ++i)
  309. {
  310. float start[3] = { center.x_, center.y_, center.z_ };
  311. float end[3] = { center.x_, center.y_, center.z_ };
  312. start[i] -= halfSize;
  313. end[i] += halfSize;
  314. AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
  315. }
  316. }
  317. void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
  318. {
  319. unsigned uintColor = color.ToUInt();
  320. Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
  321. Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
  322. Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
  323. Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
  324. AddLine(v0, v1, uintColor, depthTest);
  325. AddLine(v1, v2, uintColor, depthTest);
  326. AddLine(v2, v3, uintColor, depthTest);
  327. AddLine(v3, v0, uintColor, depthTest);
  328. }
  329. void DebugRenderer::Render()
  330. {
  331. if (!HasContent())
  332. return;
  333. Graphics* graphics = GetSubsystem<Graphics>();
  334. // Engine does not render when window is closed or device is lost
  335. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  336. PROFILE(RenderDebugGeometry);
  337. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  338. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  339. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  340. // Resize the vertex buffer if too small or much too large
  341. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  342. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  343. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  344. if (!dest)
  345. return;
  346. for (unsigned i = 0; i < lines_.Size(); ++i)
  347. {
  348. const DebugLine& line = lines_[i];
  349. dest[0] = line.start_.x_;
  350. dest[1] = line.start_.y_;
  351. dest[2] = line.start_.z_;
  352. ((unsigned&)dest[3]) = line.color_;
  353. dest[4] = line.end_.x_;
  354. dest[5] = line.end_.y_;
  355. dest[6] = line.end_.z_;
  356. ((unsigned&)dest[7]) = line.color_;
  357. dest += 8;
  358. }
  359. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  360. {
  361. const DebugLine& line = noDepthLines_[i];
  362. dest[0] = line.start_.x_;
  363. dest[1] = line.start_.y_;
  364. dest[2] = line.start_.z_;
  365. ((unsigned&)dest[3]) = line.color_;
  366. dest[4] = line.end_.x_;
  367. dest[5] = line.end_.y_;
  368. dest[6] = line.end_.z_;
  369. ((unsigned&)dest[7]) = line.color_;
  370. dest += 8;
  371. }
  372. for (unsigned i = 0; i < triangles_.Size(); ++i)
  373. {
  374. const DebugTriangle& triangle = triangles_[i];
  375. dest[0] = triangle.v1_.x_;
  376. dest[1] = triangle.v1_.y_;
  377. dest[2] = triangle.v1_.z_;
  378. ((unsigned&)dest[3]) = triangle.color_;
  379. dest[4] = triangle.v2_.x_;
  380. dest[5] = triangle.v2_.y_;
  381. dest[6] = triangle.v2_.z_;
  382. ((unsigned&)dest[7]) = triangle.color_;
  383. dest[8] = triangle.v3_.x_;
  384. dest[9] = triangle.v3_.y_;
  385. dest[10] = triangle.v3_.z_;
  386. ((unsigned&)dest[11]) = triangle.color_;
  387. dest += 12;
  388. }
  389. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  390. {
  391. const DebugTriangle& triangle = noDepthTriangles_[i];
  392. dest[0] = triangle.v1_.x_;
  393. dest[1] = triangle.v1_.y_;
  394. dest[2] = triangle.v1_.z_;
  395. ((unsigned&)dest[3]) = triangle.color_;
  396. dest[4] = triangle.v2_.x_;
  397. dest[5] = triangle.v2_.y_;
  398. dest[6] = triangle.v2_.z_;
  399. ((unsigned&)dest[7]) = triangle.color_;
  400. dest[8] = triangle.v3_.x_;
  401. dest[9] = triangle.v3_.y_;
  402. dest[10] = triangle.v3_.z_;
  403. ((unsigned&)dest[11]) = triangle.color_;
  404. dest += 12;
  405. }
  406. vertexBuffer_->Unlock();
  407. graphics->SetBlendMode(BLEND_REPLACE);
  408. graphics->SetColorWrite(true);
  409. graphics->SetCullMode(CULL_NONE);
  410. graphics->SetDepthWrite(true);
  411. graphics->SetScissorTest(false);
  412. graphics->SetStencilTest(false);
  413. graphics->SetShaders(vs, ps);
  414. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  415. graphics->SetShaderParameter(VSP_VIEWPROJ, projection_ * view_);
  416. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  417. graphics->SetVertexBuffer(vertexBuffer_);
  418. unsigned start = 0;
  419. unsigned count = 0;
  420. if (lines_.Size())
  421. {
  422. count = lines_.Size() * 2;
  423. graphics->SetDepthTest(CMP_LESSEQUAL);
  424. graphics->Draw(LINE_LIST, start, count);
  425. start += count;
  426. }
  427. if (noDepthLines_.Size())
  428. {
  429. count = noDepthLines_.Size() * 2;
  430. graphics->SetDepthTest(CMP_ALWAYS);
  431. graphics->Draw(LINE_LIST, start, count);
  432. start += count;
  433. }
  434. graphics->SetBlendMode(BLEND_ALPHA);
  435. if (triangles_.Size())
  436. {
  437. count = triangles_.Size() * 3;
  438. graphics->SetDepthTest(CMP_LESSEQUAL);
  439. graphics->Draw(TRIANGLE_LIST, start, count);
  440. start += count;
  441. }
  442. if (noDepthTriangles_.Size())
  443. {
  444. count = noDepthTriangles_.Size() * 3;
  445. graphics->SetDepthTest(CMP_ALWAYS);
  446. graphics->Draw(TRIANGLE_LIST, start, count);
  447. }
  448. }
  449. bool DebugRenderer::IsInside(const BoundingBox& box) const
  450. {
  451. return frustum_.IsInsideFast(box) == INSIDE;
  452. }
  453. bool DebugRenderer::HasContent() const
  454. {
  455. return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
  456. }
  457. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  458. {
  459. // When the amount of debug geometry is reduced, release memory
  460. unsigned linesSize = lines_.Size();
  461. unsigned noDepthLinesSize = noDepthLines_.Size();
  462. unsigned trianglesSize = triangles_.Size();
  463. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  464. lines_.Clear();
  465. noDepthLines_.Clear();
  466. triangles_.Clear();
  467. noDepthTriangles_.Clear();
  468. if (lines_.Capacity() > linesSize * 2)
  469. lines_.Reserve(linesSize);
  470. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  471. noDepthLines_.Reserve(noDepthLinesSize);
  472. if (triangles_.Capacity() > trianglesSize * 2)
  473. triangles_.Reserve(trianglesSize);
  474. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  475. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  476. }
  477. }