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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.
- //
- #pragma once
- #include "Color.h"
- #include "Component.h"
- #include "Frustum.h"
- #include "SharedPtr.h"
- class BoundingBox;
- class Camera;
- class Frustum;
- class Drawable;
- class Light;
- class Matrix4x3;
- class Renderer;
- class Skeleton;
- /// Debug rendering line
- struct DebugLine
- {
- /// Construct as undefined
- DebugLine()
- {
- }
-
- /// 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 geometry graphics
- class DebugRenderer : public Component
- {
- OBJECT(DebugRenderer);
-
- public:
- /// Construct
- DebugRenderer(Context* context);
- /// Destruct
- virtual ~DebugRenderer();
- /// Register object factory
- static void RegisterObject(Context* context);
-
- /// 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 bounding box
- void AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest = true);
- /// Add a bounding box with transform
- void AddBoundingBox(const BoundingBox& box, const Matrix4x3& transform, const Color& color, bool depthTest = true);
- /// Add a frustum
- void AddFrustum(const Frustum& frustum, const Color& color, bool depthTest = true);
- /// Add a skeleton
- void AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest = true);
- /// Render all debug lines. The viewport and rendertarget should be set before
- void Render();
-
- /// Return the view transform
- const Matrix4x3& 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;
-
- private:
- /// Handle end of frame. Clear debug geometry
- void HandleEndFrame(StringHash eventType, VariantMap& eventData);
-
- /// Lines rendered with depth test
- Vector<DebugLine> lines_;
- /// Lines rendered without depth test
- Vector<DebugLine> noDepthLines_;
- /// View transform
- Matrix4x3 view_;
- /// Projection transform
- Matrix4 projection_;
- /// View frustum
- Frustum frustum_;
- };
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