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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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"
- OBJECTTYPESTATIC(DebugRenderer);
- 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<DebugRenderer>();
- }
- void DebugRenderer::SetView(Camera* camera)
- {
- if (!camera)
- return;
-
- view_ = camera->GetInverseWorldTransform();
- projection_ = camera->GetProjection();
- frustum_ = camera->GetFrustum();
- }
- void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
- {
- if (depthTest)
- lines_.Push(DebugLine(start, end, color.ToUInt()));
- else
- noDepthLines_.Push(DebugLine(start, end, color.ToUInt()));
- }
- void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
- {
- if (depthTest)
- lines_.Push(DebugLine(start, end, color));
- else
- noDepthLines_.Push(DebugLine(start, end, color));
- }
- void DebugRenderer::AddNode(Node* node, bool depthTest)
- {
- if (!node)
- return;
-
- Vector3 start = node->GetWorldPosition();
- Quaternion rotation = node->GetWorldRotation();
-
- if (depthTest)
- {
- lines_.Push(DebugLine(start, start + rotation * Vector3::RIGHT, Color::RED.ToUInt()));
- lines_.Push(DebugLine(start, start + rotation * Vector3::UP, Color::GREEN.ToUInt()));
- lines_.Push(DebugLine(start, start + rotation * Vector3::FORWARD, Color::BLUE.ToUInt()));
- }
- else
- {
- noDepthLines_.Push(DebugLine(start, start + rotation * Vector3::RIGHT, Color::RED.ToUInt()));
- noDepthLines_.Push(DebugLine(start, start + rotation * Vector3::UP, Color::GREEN.ToUInt()));
- noDepthLines_.Push(DebugLine(start, start + rotation * Vector3::FORWARD, Color::BLUE.ToUInt()));
- }
- }
- 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();
-
- PODVector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- dest->Push(DebugLine(min, v1, uintColor));
- dest->Push(DebugLine(v1, v2, uintColor));
- dest->Push(DebugLine(v2, v3, uintColor));
- dest->Push(DebugLine(v3, min, uintColor));
- dest->Push(DebugLine(v4, v5, uintColor));
- dest->Push(DebugLine(v5, max, uintColor));
- dest->Push(DebugLine(max, v6, uintColor));
- dest->Push(DebugLine(v6, v4, uintColor));
- dest->Push(DebugLine(min, v4, uintColor));
- dest->Push(DebugLine(v1, v5, uintColor));
- dest->Push(DebugLine(v2, max, uintColor));
- dest->Push(DebugLine(v3, v6, uintColor));
- }
- 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();
-
- PODVector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- dest->Push(DebugLine(v0, v1, uintColor));
- dest->Push(DebugLine(v1, v2, uintColor));
- dest->Push(DebugLine(v2, v3, uintColor));
- dest->Push(DebugLine(v3, v0, uintColor));
- dest->Push(DebugLine(v4, v5, uintColor));
- dest->Push(DebugLine(v5, v7, uintColor));
- dest->Push(DebugLine(v7, v6, uintColor));
- dest->Push(DebugLine(v6, v4, uintColor));
- dest->Push(DebugLine(v0, v4, uintColor));
- dest->Push(DebugLine(v1, v5, uintColor));
- dest->Push(DebugLine(v2, v7, uintColor));
- dest->Push(DebugLine(v3, v6, uintColor));
- }
- void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
- {
- const Vector3* vertices = frustum.vertices_;
- unsigned uintColor = color.ToUInt();
-
- PODVector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- dest->Push(DebugLine(vertices[0], vertices[1], uintColor));
- dest->Push(DebugLine(vertices[1], vertices[2], uintColor));
- dest->Push(DebugLine(vertices[2], vertices[3], uintColor));
- dest->Push(DebugLine(vertices[3], vertices[0], uintColor));
- dest->Push(DebugLine(vertices[4], vertices[5], uintColor));
- dest->Push(DebugLine(vertices[5], vertices[6], uintColor));
- dest->Push(DebugLine(vertices[6], vertices[7], uintColor));
- dest->Push(DebugLine(vertices[7], vertices[4], uintColor));
- dest->Push(DebugLine(vertices[0], vertices[4], uintColor));
- dest->Push(DebugLine(vertices[1], vertices[5], uintColor));
- dest->Push(DebugLine(vertices[2], vertices[6], uintColor));
- dest->Push(DebugLine(vertices[3], vertices[7], uintColor));
- }
- void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
- {
- unsigned uintColor = color.ToUInt();
-
- PODVector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- for (unsigned i = 0; i < poly.faces_.Size(); ++i)
- {
- const Vector<Vector3>& face = poly.faces_[i];
- if (face.Size() >= 3)
- {
- for (unsigned j = 0; j < face.Size(); ++j)
- dest->Push(DebugLine(face[j], face[(j + 1) % face.Size()], uintColor));
- }
- }
- }
- void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
- {
- const Vector3& center = sphere.center_;
- float radius = sphere.radius_;
- unsigned uintColor = color.ToUInt();
-
- for (unsigned i = 0; i < 360; i += 45)
- {
- unsigned j = i + 45;
- float a = radius * sinf(i * M_DEGTORAD);
- float b = radius * cosf(i * M_DEGTORAD);
- float c = radius * sinf(j * M_DEGTORAD);
- float d = radius * cosf(j * M_DEGTORAD);
- Vector3 start, end;
-
- start = center + Vector3(a, b, 0.0f);
- end = center + Vector3(c, d, 0.0f);
- AddLine(start, end, uintColor, depthTest);
- start = center + Vector3(a, 0.0f, b);
- end = center + Vector3(c, 0.0f, d);
- AddLine(start, end, uintColor, depthTest);
- start = center + Vector3(0.0f, a, b);
- end = center + Vector3(0.0f, c, d);
- AddLine(start, end, uintColor, depthTest);
- }
- }
- void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
- {
- const Vector<Bone>& bones = skeleton.GetBones();
- if (!bones.Size())
- return;
-
- DebugLine newLine;
- newLine.color_ = color.ToUInt();
-
- PODVector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- for (unsigned i = 0; i < bones.Size(); ++i)
- {
- Node* boneNode = bones[i].node_;
- if (!boneNode)
- continue;
- Node* parentNode = boneNode->GetParent();
-
- newLine.start_ = boneNode->GetWorldPosition();
- // If bone has a parent defined, draw a line to it. Else draw the bone as a point
- if (parentNode)
- newLine.end_ = parentNode->GetWorldPosition();
- else
- newLine.end_ = newLine.start_;
-
- dest->Push(newLine);
- }
- }
- 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();
-
- PODVector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- const unsigned char* vertexDataChar = (const unsigned char*)vertexData;
- unsigned oldSize = dest->Size();
- dest->Resize(oldSize + indexCount);
- DebugLine* destLines = &dest->At(oldSize);
-
- // 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)
- {
- const Vector3& v0 = *((const Vector3*)(&vertexDataChar[indices[0] * vertexSize]));
- const Vector3& v1 = *((const Vector3*)(&vertexDataChar[indices[1] * vertexSize]));
- const Vector3& v2 = *((const Vector3*)(&vertexDataChar[indices[2] * vertexSize]));
-
- destLines[0].start_ = transform * v0;
- destLines[0].end_ = transform * v1;
- destLines[0].color_ = uintColor;
-
- destLines[1].start_ = destLines[0].end_;
- destLines[1].end_ = transform * v2;
- destLines[1].color_ = uintColor;
-
- destLines[2].start_ = destLines[1].end_;
- destLines[2].end_ = destLines[0].start_;
- destLines[2].color_ = uintColor;
-
- indices += 3;
- destLines += 3;
- }
- }
- else
- {
- const unsigned* indices = ((const unsigned*)indexData) + indexStart;
- const unsigned* indicesEnd = indices + indexCount;
-
- while (indices < indicesEnd)
- {
- const Vector3& v0 = *((const Vector3*)(&vertexDataChar[indices[0] * vertexSize]));
- const Vector3& v1 = *((const Vector3*)(&vertexDataChar[indices[1] * vertexSize]));
- const Vector3& v2 = *((const Vector3*)(&vertexDataChar[indices[2] * vertexSize]));
-
- destLines[0].start_ = transform * v0;
- destLines[0].end_ = transform * v1;
- destLines[0].color_ = uintColor;
-
- destLines[1].start_ = destLines[0].end_;
- destLines[1].end_ = transform * v2;
- destLines[1].color_ = uintColor;
-
- destLines[2].start_ = destLines[1].end_;
- destLines[2].end_ = destLines[0].start_;
- destLines[2].color_ = uintColor;
-
- indices += 3;
- destLines += 3;
- }
- }
- }
- void DebugRenderer::Render()
- {
- if (lines_.Empty() && noDepthLines_.Empty())
- return;
-
- Graphics* graphics = GetSubsystem<Graphics>();
- Renderer* renderer = GetSubsystem<Renderer>();
-
- if (!graphics || graphics->IsDeviceLost())
- return;
-
- PROFILE(RenderDebugGeometry);
-
- 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);
- void* lockedData = vertexBuffer_->Lock(0, numVertices, LOCK_DISCARD);
- if (!lockedData)
- return;
-
- float* dest = (float*)lockedData;
-
- for (unsigned i = 0; i < lines_.Size(); ++i)
- {
- const DebugLine& line = lines_[i];
-
- *dest++ = line.start_.x_; *dest++ = line.start_.y_; *dest++ = line.start_.z_;
- *((unsigned*)dest) = line.color_; dest++;
-
- *dest++ = line.end_.x_; *dest++ = line.end_.y_; *dest++ = line.end_.z_;
- *((unsigned*)dest) = line.color_; dest++;
- }
-
- for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
- {
- const DebugLine& line = noDepthLines_[i];
-
- *dest++ = line.start_.x_; *dest++ = line.start_.y_; *dest++ = line.start_.z_;
- *((unsigned*)dest) = line.color_; dest++;
-
- *dest++ = line.end_.x_; *dest++ = line.end_.y_; *dest++ = line.end_.z_;
- *((unsigned*)dest) = line.color_; dest++;
- }
-
- vertexBuffer_->Unlock();
-
- graphics->SetAlphaTest(false);
- graphics->SetBlendMode(BLEND_REPLACE);
- graphics->SetColorWrite(true);
- graphics->SetCullMode(CULL_NONE);
- graphics->SetDepthWrite(true);
- graphics->SetFillMode(FILL_SOLID);
- graphics->SetScissorTest(false);
- graphics->SetStencilTest(false);
- graphics->SetShaders(renderer->GetVertexShader("Basic_VCol"), renderer->GetPixelShader("Basic_VCol"));
- 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)
- {
- lines_.Clear();
- noDepthLines_.Clear();
- }
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