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- //
- // Copyright (c) 2008-2015 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 "../Core/Context.h"
- #include "../Core/CoreEvents.h"
- #include "../Core/Profiler.h"
- #include "../Graphics/AnimatedModel.h"
- #include "../Graphics/Camera.h"
- #include "../Graphics/DebugRenderer.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/Light.h"
- #include "../Graphics/ShaderVariation.h"
- #include "../Graphics/VertexBuffer.h"
- #include "../Math/Polyhedron.h"
- #include "../Resource/ResourceCache.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;
- // Cap the amount of triangles to prevent crash.
- static const unsigned MAX_TRIANGLES = 100000;
- DebugRenderer::DebugRenderer(Context* context) :
- Component(context)
- {
- vertexBuffer_ = new VertexBuffer(context_);
- SubscribeToEvent(E_ENDFRAME, URHO3D_HANDLER(DebugRenderer, HandleEndFrame));
- }
- DebugRenderer::~DebugRenderer()
- {
- }
- void DebugRenderer::RegisterObject(Context* context)
- {
- context->RegisterFactory<DebugRenderer>(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::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
- {
- AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
- }
- void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
- {
- if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
- return;
- if (depthTest)
- triangles_.Push(DebugTriangle(v1, v2, v3, color));
- else
- noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, 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<Vector3>& 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::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
- {
- Sphere sphere(position, radius);
- Vector3 heightVec(0, height, 0);
- Vector3 offsetXVec(radius, 0, 0);
- Vector3 offsetZVec(0, 0, radius);
- for (unsigned i = 0; i < 360; i += 45)
- {
- Vector3 p1 = PointOnSphere(sphere, i, 90);
- Vector3 p2 = PointOnSphere(sphere, i + 45, 90);
- AddLine(p1, p2, color, depthTest);
- AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
- }
- AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
- AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
- AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
- AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
- }
- void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
- {
- const Vector<Bone>& 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::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
- {
- Quaternion orientation;
- orientation.FromRotationTo(Vector3::UP, normal.Normalized());
- Vector3 p = orientation * Vector3(radius, 0, 0) + center;
- unsigned uintColor = color.ToUInt();
- for(int i = 1; i <= steps; ++i)
- {
- const float angle = (float)i / (float)steps * 360.0f;
- Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
- Vector3 c = orientation * v + center;
- AddLine(p, c, uintColor, depthTest);
- p = c;
- }
- p = center + normal * (radius / 4.0f);
- AddLine(center, p, uintColor, depthTest);
- }
- void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
- {
- unsigned uintColor = color.ToUInt();
- float halfSize = size / 2.0f;
- for (int i = 0; i < 3; ++i)
- {
- float start[3] = { center.x_, center.y_, center.z_ };
- float end[3] = { center.x_, center.y_, center.z_ };
- start[i] -= halfSize;
- end[i] += halfSize;
- AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
- }
- }
- void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
- {
- unsigned uintColor = color.ToUInt();
- Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
- Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
- Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
- Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
- AddLine(v0, v1, uintColor, depthTest);
- AddLine(v1, v2, uintColor, depthTest);
- AddLine(v2, v3, uintColor, depthTest);
- AddLine(v3, v0, uintColor, depthTest);
- }
- void DebugRenderer::Render()
- {
- if (!HasContent())
- return;
- Graphics* graphics = GetSubsystem<Graphics>();
- // Engine does not render when window is closed or device is lost
- assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
- PROFILE(RenderDebugGeometry);
- ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
- ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
- unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
- // 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;
- }
- for (unsigned i = 0; i < triangles_.Size(); ++i)
- {
- const DebugTriangle& triangle = triangles_[i];
- dest[0] = triangle.v1_.x_;
- dest[1] = triangle.v1_.y_;
- dest[2] = triangle.v1_.z_;
- ((unsigned&)dest[3]) = triangle.color_;
- dest[4] = triangle.v2_.x_;
- dest[5] = triangle.v2_.y_;
- dest[6] = triangle.v2_.z_;
- ((unsigned&)dest[7]) = triangle.color_;
- dest[8] = triangle.v3_.x_;
- dest[9] = triangle.v3_.y_;
- dest[10] = triangle.v3_.z_;
- ((unsigned&)dest[11]) = triangle.color_;
- dest += 12;
- }
- for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
- {
- const DebugTriangle& triangle = noDepthTriangles_[i];
- dest[0] = triangle.v1_.x_;
- dest[1] = triangle.v1_.y_;
- dest[2] = triangle.v1_.z_;
- ((unsigned&)dest[3]) = triangle.color_;
- dest[4] = triangle.v2_.x_;
- dest[5] = triangle.v2_.y_;
- dest[6] = triangle.v2_.z_;
- ((unsigned&)dest[7]) = triangle.color_;
- dest[8] = triangle.v3_.x_;
- dest[9] = triangle.v3_.y_;
- dest[10] = triangle.v3_.z_;
- ((unsigned&)dest[11]) = triangle.color_;
- dest += 12;
- }
- 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_);
- unsigned start = 0;
- unsigned count = 0;
- if (lines_.Size())
- {
- count = lines_.Size() * 2;
- graphics->SetDepthTest(CMP_LESSEQUAL);
- graphics->Draw(LINE_LIST, start, count);
- start += count;
- }
- if (noDepthLines_.Size())
- {
- count = noDepthLines_.Size() * 2;
- graphics->SetDepthTest(CMP_ALWAYS);
- graphics->Draw(LINE_LIST, start, count);
- start += count;
- }
- graphics->SetBlendMode(BLEND_ALPHA);
- if (triangles_.Size())
- {
- count = triangles_.Size() * 3;
- graphics->SetDepthTest(CMP_LESSEQUAL);
- graphics->Draw(TRIANGLE_LIST, start, count);
- start += count;
- }
- if (noDepthTriangles_.Size())
- {
- count = noDepthTriangles_.Size() * 3;
- graphics->SetDepthTest(CMP_ALWAYS);
- graphics->Draw(TRIANGLE_LIST, start, count);
- }
- }
- bool DebugRenderer::IsInside(const BoundingBox& box) const
- {
- return frustum_.IsInsideFast(box) == INSIDE;
- }
- bool DebugRenderer::HasContent() const
- {
- return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
- }
- 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();
- unsigned trianglesSize = triangles_.Size();
- unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
- lines_.Clear();
- noDepthLines_.Clear();
- triangles_.Clear();
- noDepthTriangles_.Clear();
- if (lines_.Capacity() > linesSize * 2)
- lines_.Reserve(linesSize);
- if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
- noDepthLines_.Reserve(noDepthLinesSize);
- if (triangles_.Capacity() > trianglesSize * 2)
- triangles_.Reserve(trianglesSize);
- if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
- noDepthTriangles_.Reserve(noDepthTrianglesSize);
- }
- }
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