DebugRenderer.cpp 9.1 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "AnimatedModel.h"
  25. #include "DebugRenderer.h"
  26. #include "Light.h"
  27. #include "PixelShader.h"
  28. #include "Pipeline.h"
  29. #include "Profiler.h"
  30. #include "Renderer.h"
  31. #include "RendererEvents.h"
  32. #include "ResourceCache.h"
  33. #include "VertexShader.h"
  34. #include "DebugNew.h"
  35. DebugRenderer::DebugRenderer()
  36. {
  37. subscribeToEvent(EVENT_ENDFRAME, EVENT_HANDLER(DebugRenderer, handleEndFrame));
  38. }
  39. void DebugRenderer::render(Pipeline* pipeline, Camera* camera)
  40. {
  41. if ((!camera) || ((!mLines.size()) && (!mNoDepthLines.size())))
  42. return;
  43. PROFILE(DebugGeometry_Render);
  44. Renderer* renderer = pipeline->getRenderer();
  45. renderer->setAlphaTest(false);
  46. renderer->setBlendMode(BLEND_REPLACE);
  47. renderer->setColorWrite(true);
  48. renderer->setCullMode(CULL_NONE);
  49. renderer->setDepthWrite(true);
  50. renderer->setDepthTest(CMP_LESSEQUAL);
  51. renderer->setFillMode(FILL_SOLID);
  52. renderer->setScissorTest(false);
  53. renderer->setStencilTest(false);
  54. renderer->setVertexShader(pipeline->getVertexShader("Basic_VCol"));
  55. renderer->setPixelShader(pipeline->getPixelShader("Basic_VCol"));
  56. renderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), camera->getProjection() * camera->getInverseWorldTransform());
  57. renderer->setPixelShaderConstant(getPSRegister(PSP_MATDIFFCOLOR), Color(1.0f, 1.0f, 1.0f, 1.0f));
  58. // Draw all line geometry with depth testing
  59. if (mLines.size())
  60. {
  61. renderer->beginImmediate(LINE_LIST, mLines.size() * 2, MASK_POSITION | MASK_COLOR);
  62. float* dest = (float*)renderer->getImmediateDataPtr();
  63. for (unsigned i = 0; i < mLines.size(); ++i)
  64. {
  65. const DebugLine& line = mLines[i];
  66. *dest++ = line.mStart.mX; *dest++ = line.mStart.mY; *dest++ = line.mStart.mZ;
  67. *((unsigned*)dest) = line.mColor; dest++;
  68. *dest++ = line.mEnd.mX; *dest++ = line.mEnd.mY; *dest++ = line.mEnd.mZ;
  69. *((unsigned*)dest) = line.mColor; dest++;
  70. }
  71. renderer->endImmediate();
  72. }
  73. // Draw all line geometry without depth testing
  74. renderer->setDepthTest(CMP_ALWAYS);
  75. if (mNoDepthLines.size())
  76. {
  77. renderer->beginImmediate(LINE_LIST, mNoDepthLines.size() * 2, MASK_POSITION | MASK_COLOR);
  78. float* dest = (float*)renderer->getImmediateDataPtr();
  79. for (unsigned i = 0; i < mNoDepthLines.size(); ++i)
  80. {
  81. const DebugLine& line = mNoDepthLines[i];
  82. *dest++ = line.mStart.mX; *dest++ = line.mStart.mY; *dest++ = line.mStart.mZ;
  83. *((unsigned*)dest) = line.mColor; dest++;
  84. *dest++ = line.mEnd.mX; *dest++ = line.mEnd.mY; *dest++ = line.mEnd.mZ;
  85. *((unsigned*)dest) = line.mColor; dest++;
  86. }
  87. renderer->endImmediate();
  88. }
  89. }
  90. void DebugRenderer::addLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  91. {
  92. if (depthTest)
  93. mLines.push_back(DebugLine(start, end, getD3DColor(color)));
  94. else
  95. mNoDepthLines.push_back(DebugLine(start, end, getD3DColor(color)));
  96. }
  97. void DebugRenderer::addBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
  98. {
  99. const Vector3& min = box.mMin;
  100. const Vector3& max = box.mMax;
  101. Vector3 v0(max.mX, min.mY, min.mZ);
  102. Vector3 v1(max.mX, max.mY, min.mZ);
  103. Vector3 v2(min.mX, max.mY, min.mZ);
  104. Vector3 v3(min.mX, min.mY, max.mZ);
  105. Vector3 v4(max.mX, min.mY, max.mZ);
  106. Vector3 v5(min.mX, max.mY, max.mZ);
  107. unsigned d3dColor = getD3DColor(color);
  108. std::vector<DebugLine>* dest = &mLines;
  109. if (!depthTest)
  110. dest = &mNoDepthLines;
  111. dest->push_back(DebugLine(min, v0, d3dColor));
  112. dest->push_back(DebugLine(v0, v1, d3dColor));
  113. dest->push_back(DebugLine(v1, v2, d3dColor));
  114. dest->push_back(DebugLine(v2, min, d3dColor));
  115. dest->push_back(DebugLine(v3, v4, d3dColor));
  116. dest->push_back(DebugLine(v4, max, d3dColor));
  117. dest->push_back(DebugLine(max, v5, d3dColor));
  118. dest->push_back(DebugLine(v5, v3, d3dColor));
  119. dest->push_back(DebugLine(min, v3, d3dColor));
  120. dest->push_back(DebugLine(v0, v4, d3dColor));
  121. dest->push_back(DebugLine(v1, max, d3dColor));
  122. dest->push_back(DebugLine(v2, v5, d3dColor));
  123. }
  124. void DebugRenderer::addBoundingBox(const BoundingBox& box, const Matrix4x3& transform, const Color& color, bool depthTest)
  125. {
  126. const Vector3& min = box.mMin;
  127. const Vector3& max = box.mMax;
  128. Vector3 v0(transform * Vector3(min.mX, min.mY, min.mZ));
  129. Vector3 v1(transform * Vector3(max.mX, min.mY, min.mZ));
  130. Vector3 v2(transform * Vector3(max.mX, max.mY, min.mZ));
  131. Vector3 v3(transform * Vector3(min.mX, max.mY, min.mZ));
  132. Vector3 v4(transform * Vector3(min.mX, min.mY, max.mZ));
  133. Vector3 v5(transform * Vector3(max.mX, min.mY, max.mZ));
  134. Vector3 v6(transform * Vector3(max.mX, max.mY, max.mZ));
  135. Vector3 v7(transform * Vector3(min.mX, max.mY, max.mZ));
  136. unsigned d3dColor = getD3DColor(color);
  137. std::vector<DebugLine>* dest = &mLines;
  138. if (!depthTest)
  139. dest = &mNoDepthLines;
  140. dest->push_back(DebugLine(v0, v1, d3dColor));
  141. dest->push_back(DebugLine(v1, v2, d3dColor));
  142. dest->push_back(DebugLine(v2, v3, d3dColor));
  143. dest->push_back(DebugLine(v3, v0, d3dColor));
  144. dest->push_back(DebugLine(v4, v5, d3dColor));
  145. dest->push_back(DebugLine(v5, v6, d3dColor));
  146. dest->push_back(DebugLine(v6, v7, d3dColor));
  147. dest->push_back(DebugLine(v7, v4, d3dColor));
  148. dest->push_back(DebugLine(v0, v4, d3dColor));
  149. dest->push_back(DebugLine(v1, v5, d3dColor));
  150. dest->push_back(DebugLine(v2, v6, d3dColor));
  151. dest->push_back(DebugLine(v3, v7, d3dColor));
  152. }
  153. void DebugRenderer::addFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  154. {
  155. const Vector3* vertices = frustum.getVertices();
  156. unsigned d3dColor = getD3DColor(color);
  157. std::vector<DebugLine>* dest = &mLines;
  158. if (!depthTest)
  159. dest = &mNoDepthLines;
  160. dest->push_back(DebugLine(vertices[0], vertices[1], d3dColor));
  161. dest->push_back(DebugLine(vertices[1], vertices[2], d3dColor));
  162. dest->push_back(DebugLine(vertices[2], vertices[3], d3dColor));
  163. dest->push_back(DebugLine(vertices[3], vertices[0], d3dColor));
  164. dest->push_back(DebugLine(vertices[4], vertices[5], d3dColor));
  165. dest->push_back(DebugLine(vertices[5], vertices[6], d3dColor));
  166. dest->push_back(DebugLine(vertices[6], vertices[7], d3dColor));
  167. dest->push_back(DebugLine(vertices[7], vertices[4], d3dColor));
  168. dest->push_back(DebugLine(vertices[0], vertices[4], d3dColor));
  169. dest->push_back(DebugLine(vertices[1], vertices[5], d3dColor));
  170. dest->push_back(DebugLine(vertices[2], vertices[6], d3dColor));
  171. dest->push_back(DebugLine(vertices[3], vertices[7], d3dColor));
  172. }
  173. void DebugRenderer::addSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  174. {
  175. const std::vector<SharedPtr<Bone> >& bones = skeleton.getBones();
  176. if (!bones.size())
  177. return;
  178. DebugLine newLine;
  179. newLine.mColor = getD3DColor(color);
  180. std::vector<DebugLine>* dest = &mLines;
  181. if (!depthTest)
  182. dest = &mNoDepthLines;
  183. for (unsigned i = 0; i < bones.size(); ++i)
  184. {
  185. Bone* bone = bones[i];
  186. Node* parent = bone->getParent();
  187. if ((parent->getNodeFlags() & NODE_BONE) == 0)
  188. parent = 0;
  189. newLine.mStart = bone->getWorldPosition();
  190. // If bone has a parent defined, draw a line to it. Else draw the bone as a point
  191. if (parent)
  192. newLine.mEnd = parent->getWorldPosition();
  193. else
  194. newLine.mEnd = newLine.mStart;
  195. dest->push_back(newLine);
  196. }
  197. }
  198. void DebugRenderer::handleEndFrame(StringHash eventType, VariantMap& eventData)
  199. {
  200. mLines.clear();
  201. mNoDepthLines.clear();
  202. }