DebugRenderer.cpp 17 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 "../Graphics/AnimatedModel.h"
  23. #include "../Graphics/Camera.h"
  24. #include "../Core/Context.h"
  25. #include "../Core/CoreEvents.h"
  26. #include "../Graphics/DebugRenderer.h"
  27. #include "../Graphics/Graphics.h"
  28. #include "../Graphics/Light.h"
  29. #include "../Math/Polyhedron.h"
  30. #include "../Core/Profiler.h"
  31. #include "../Resource/ResourceCache.h"
  32. #include "../Graphics/ShaderVariation.h"
  33. #include "../Graphics/VertexBuffer.h"
  34. #include "../DebugNew.h"
  35. namespace Urho3D
  36. {
  37. extern const char* SUBSYSTEM_CATEGORY;
  38. // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields
  39. static const unsigned MAX_LINES = 1000000;
  40. // Cap the amount of triangles to prevent crash.
  41. static const unsigned MAX_TRIANGLES = 100000;
  42. DebugRenderer::DebugRenderer(Context* context) :
  43. Component(context)
  44. {
  45. vertexBuffer_ = new VertexBuffer(context_);
  46. SubscribeToEvent(E_ENDFRAME, HANDLER(DebugRenderer, HandleEndFrame));
  47. }
  48. DebugRenderer::~DebugRenderer()
  49. {
  50. }
  51. void DebugRenderer::RegisterObject(Context* context)
  52. {
  53. context->RegisterFactory<DebugRenderer>(SUBSYSTEM_CATEGORY);
  54. }
  55. void DebugRenderer::SetView(Camera* camera)
  56. {
  57. if (!camera)
  58. return;
  59. view_ = camera->GetView();
  60. projection_ = camera->GetProjection();
  61. frustum_ = camera->GetFrustum();
  62. }
  63. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  64. {
  65. AddLine(start, end, color.ToUInt(), depthTest);
  66. }
  67. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
  68. {
  69. if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
  70. return;
  71. if (depthTest)
  72. lines_.Push(DebugLine(start, end, color));
  73. else
  74. noDepthLines_.Push(DebugLine(start, end, color));
  75. }
  76. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
  77. {
  78. AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
  79. }
  80. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
  81. {
  82. if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
  83. return;
  84. if (depthTest)
  85. triangles_.Push(DebugTriangle(v1, v2, v3, color));
  86. else
  87. noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
  88. }
  89. void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
  90. {
  91. if (!node)
  92. return;
  93. Vector3 start = node->GetWorldPosition();
  94. Quaternion rotation = node->GetWorldRotation();
  95. AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest);
  96. AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest);
  97. AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest);
  98. }
  99. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
  100. {
  101. const Vector3& min = box.min_;
  102. const Vector3& max = box.max_;
  103. Vector3 v1(max.x_, min.y_, min.z_);
  104. Vector3 v2(max.x_, max.y_, min.z_);
  105. Vector3 v3(min.x_, max.y_, min.z_);
  106. Vector3 v4(min.x_, min.y_, max.z_);
  107. Vector3 v5(max.x_, min.y_, max.z_);
  108. Vector3 v6(min.x_, max.y_, max.z_);
  109. unsigned uintColor = color.ToUInt();
  110. AddLine(min, v1, uintColor, depthTest);
  111. AddLine(v1, v2, uintColor, depthTest);
  112. AddLine(v2, v3, uintColor, depthTest);
  113. AddLine(v3, min, uintColor, depthTest);
  114. AddLine(v4, v5, uintColor, depthTest);
  115. AddLine(v5, max, uintColor, depthTest);
  116. AddLine(max, v6, uintColor, depthTest);
  117. AddLine(v6, v4, uintColor, depthTest);
  118. AddLine(min, v4, uintColor, depthTest);
  119. AddLine(v1, v5, uintColor, depthTest);
  120. AddLine(v2, max, uintColor, depthTest);
  121. AddLine(v3, v6, uintColor, depthTest);
  122. }
  123. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest)
  124. {
  125. const Vector3& min = box.min_;
  126. const Vector3& max = box.max_;
  127. Vector3 v0(transform * min);
  128. Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_));
  129. Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_));
  130. Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_));
  131. Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_));
  132. Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_));
  133. Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_));
  134. Vector3 v7(transform * max);
  135. unsigned uintColor = color.ToUInt();
  136. AddLine(v0, v1, uintColor, depthTest);
  137. AddLine(v1, v2, uintColor, depthTest);
  138. AddLine(v2, v3, uintColor, depthTest);
  139. AddLine(v3, v0, uintColor, depthTest);
  140. AddLine(v4, v5, uintColor, depthTest);
  141. AddLine(v5, v7, uintColor, depthTest);
  142. AddLine(v7, v6, uintColor, depthTest);
  143. AddLine(v6, v4, uintColor, depthTest);
  144. AddLine(v0, v4, uintColor, depthTest);
  145. AddLine(v1, v5, uintColor, depthTest);
  146. AddLine(v2, v7, uintColor, depthTest);
  147. AddLine(v3, v6, uintColor, depthTest);
  148. }
  149. void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  150. {
  151. const Vector3* vertices = frustum.vertices_;
  152. unsigned uintColor = color.ToUInt();
  153. AddLine(vertices[0], vertices[1], uintColor, depthTest);
  154. AddLine(vertices[1], vertices[2], uintColor, depthTest);
  155. AddLine(vertices[2], vertices[3], uintColor, depthTest);
  156. AddLine(vertices[3], vertices[0], uintColor, depthTest);
  157. AddLine(vertices[4], vertices[5], uintColor, depthTest);
  158. AddLine(vertices[5], vertices[6], uintColor, depthTest);
  159. AddLine(vertices[6], vertices[7], uintColor, depthTest);
  160. AddLine(vertices[7], vertices[4], uintColor, depthTest);
  161. AddLine(vertices[0], vertices[4], uintColor, depthTest);
  162. AddLine(vertices[1], vertices[5], uintColor, depthTest);
  163. AddLine(vertices[2], vertices[6], uintColor, depthTest);
  164. AddLine(vertices[3], vertices[7], uintColor, depthTest);
  165. }
  166. void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
  167. {
  168. unsigned uintColor = color.ToUInt();
  169. for (unsigned i = 0; i < poly.faces_.Size(); ++i)
  170. {
  171. const PODVector<Vector3>& face = poly.faces_[i];
  172. if (face.Size() >= 3)
  173. {
  174. for (unsigned j = 0; j < face.Size(); ++j)
  175. AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
  176. }
  177. }
  178. }
  179. static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi)
  180. {
  181. return Vector3(
  182. sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi),
  183. sphere.center_.y_ + sphere.radius_ * Cos((float)phi),
  184. sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi)
  185. );
  186. }
  187. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  188. {
  189. unsigned uintColor = color.ToUInt();
  190. for (unsigned j = 0; j < 180; j += 45)
  191. {
  192. for (unsigned i = 0; i < 360; i += 45)
  193. {
  194. Vector3 p1 = PointOnSphere(sphere, i, j);
  195. Vector3 p2 = PointOnSphere(sphere, i + 45, j);
  196. Vector3 p3 = PointOnSphere(sphere, i, j + 45);
  197. Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45);
  198. AddLine(p1, p2, uintColor, depthTest);
  199. AddLine(p3, p4, uintColor, depthTest);
  200. AddLine(p1, p3, uintColor, depthTest);
  201. AddLine(p2, p4, uintColor, depthTest);
  202. }
  203. }
  204. }
  205. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  206. {
  207. const Vector<Bone>& bones = skeleton.GetBones();
  208. if (!bones.Size())
  209. return;
  210. unsigned uintColor = color.ToUInt();
  211. for (unsigned i = 0; i < bones.Size(); ++i)
  212. {
  213. // Skip if bone contains no skinned geometry
  214. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  215. continue;
  216. Node* boneNode = bones[i].node_;
  217. if (!boneNode)
  218. continue;
  219. Vector3 start = boneNode->GetWorldPosition();
  220. Vector3 end;
  221. unsigned j = bones[i].parentIndex_;
  222. Node* parentNode = boneNode->GetParent();
  223. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  224. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  225. end = parentNode->GetWorldPosition();
  226. else
  227. end = start;
  228. AddLine(start, end, uintColor, depthTest);
  229. }
  230. }
  231. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  232. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  233. {
  234. unsigned uintColor = color.ToUInt();
  235. const unsigned char* srcData = (const unsigned char*)vertexData;
  236. // 16-bit indices
  237. if (indexSize == sizeof(unsigned short))
  238. {
  239. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  240. const unsigned short* indicesEnd = indices + indexCount;
  241. while (indices < indicesEnd)
  242. {
  243. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  244. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  245. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  246. AddLine(v0, v1, uintColor, depthTest);
  247. AddLine(v1, v2, uintColor, depthTest);
  248. AddLine(v2, v0, uintColor, depthTest);
  249. indices += 3;
  250. }
  251. }
  252. else
  253. {
  254. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  255. const unsigned* indicesEnd = indices + indexCount;
  256. while (indices < indicesEnd)
  257. {
  258. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  259. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  260. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  261. AddLine(v0, v1, uintColor, depthTest);
  262. AddLine(v1, v2, uintColor, depthTest);
  263. AddLine(v2, v0, uintColor, depthTest);
  264. indices += 3;
  265. }
  266. }
  267. }
  268. void DebugRenderer::Render()
  269. {
  270. if (lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty())
  271. return;
  272. Graphics* graphics = GetSubsystem<Graphics>();
  273. // Engine does not render when window is closed or device is lost
  274. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  275. PROFILE(RenderDebugGeometry);
  276. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  277. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  278. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  279. // Resize the vertex buffer if too small or much too large
  280. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  281. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  282. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  283. if (!dest)
  284. return;
  285. for (unsigned i = 0; i < lines_.Size(); ++i)
  286. {
  287. const DebugLine& line = lines_[i];
  288. dest[0] = line.start_.x_; dest[1] = line.start_.y_; dest[2] = line.start_.z_;
  289. ((unsigned&)dest[3]) = line.color_;
  290. dest[4] = line.end_.x_; dest[5] = line.end_.y_; dest[6] = line.end_.z_;
  291. ((unsigned&)dest[7]) = line.color_;
  292. dest += 8;
  293. }
  294. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  295. {
  296. const DebugLine& line = noDepthLines_[i];
  297. dest[0] = line.start_.x_; dest[1] = line.start_.y_; dest[2] = line.start_.z_;
  298. ((unsigned&)dest[3]) = line.color_;
  299. dest[4] = line.end_.x_; dest[5] = line.end_.y_; dest[6] = line.end_.z_;
  300. ((unsigned&)dest[7]) = line.color_;
  301. dest += 8;
  302. }
  303. for (unsigned i = 0; i < triangles_.Size(); ++i)
  304. {
  305. const DebugTriangle& triangle = triangles_[i];
  306. dest[0] = triangle.v1_.x_; dest[1] = triangle.v1_.y_; dest[2] = triangle.v1_.z_;
  307. ((unsigned&)dest[3]) = triangle.color_;
  308. dest[4] = triangle.v2_.x_; dest[5] = triangle.v2_.y_; dest[6] = triangle.v2_.z_;
  309. ((unsigned&)dest[7]) = triangle.color_;
  310. dest[8] = triangle.v3_.x_; dest[9] = triangle.v3_.y_; dest[10] = triangle.v3_.z_;
  311. ((unsigned&)dest[11]) = triangle.color_;
  312. dest += 12;
  313. }
  314. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  315. {
  316. const DebugTriangle& triangle = noDepthTriangles_[i];
  317. dest[0] = triangle.v1_.x_; dest[1] = triangle.v1_.y_; dest[2] = triangle.v1_.z_;
  318. ((unsigned&)dest[3]) = triangle.color_;
  319. dest[4] = triangle.v2_.x_; dest[5] = triangle.v2_.y_; dest[6] = triangle.v2_.z_;
  320. ((unsigned&)dest[7]) = triangle.color_;
  321. dest[8] = triangle.v3_.x_; dest[9] = triangle.v3_.y_; dest[10] = triangle.v3_.z_;
  322. ((unsigned&)dest[11]) = triangle.color_;
  323. dest += 12;
  324. }
  325. vertexBuffer_->Unlock();
  326. graphics->SetBlendMode(BLEND_REPLACE);
  327. graphics->SetColorWrite(true);
  328. graphics->SetCullMode(CULL_NONE);
  329. graphics->SetDepthWrite(true);
  330. graphics->SetScissorTest(false);
  331. graphics->SetStencilTest(false);
  332. graphics->SetShaders(vs, ps);
  333. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  334. graphics->SetShaderParameter(VSP_VIEWPROJ, projection_ * view_);
  335. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  336. graphics->SetVertexBuffer(vertexBuffer_);
  337. unsigned start = 0;
  338. unsigned count = 0;
  339. if (lines_.Size())
  340. {
  341. count = lines_.Size() * 2;
  342. graphics->SetDepthTest(CMP_LESSEQUAL);
  343. graphics->Draw(LINE_LIST, start, count);
  344. start += count;
  345. }
  346. if (noDepthLines_.Size())
  347. {
  348. count = noDepthLines_.Size() * 2;
  349. graphics->SetDepthTest(CMP_ALWAYS);
  350. graphics->Draw(LINE_LIST, start, count);
  351. start += count;
  352. }
  353. graphics->SetBlendMode(BLEND_ALPHA);
  354. if (triangles_.Size())
  355. {
  356. count = triangles_.Size() * 3;
  357. graphics->SetDepthTest(CMP_LESSEQUAL);
  358. graphics->Draw(TRIANGLE_LIST, start, count);
  359. start += count;
  360. }
  361. if (noDepthTriangles_.Size())
  362. {
  363. count = noDepthTriangles_.Size() * 3;
  364. graphics->SetDepthTest(CMP_ALWAYS);
  365. graphics->Draw(TRIANGLE_LIST, start, count);
  366. }
  367. }
  368. bool DebugRenderer::IsInside(const BoundingBox& box) const
  369. {
  370. return frustum_.IsInsideFast(box) == INSIDE;
  371. }
  372. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  373. {
  374. // When the amount of debug geometry is reduced, release memory
  375. unsigned linesSize = lines_.Size();
  376. unsigned noDepthLinesSize = noDepthLines_.Size();
  377. unsigned trianglesSize = triangles_.Size();
  378. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  379. lines_.Clear();
  380. noDepthLines_.Clear();
  381. triangles_.Clear();
  382. noDepthTriangles_.Clear();
  383. if (lines_.Capacity() > linesSize * 2)
  384. lines_.Reserve(linesSize);
  385. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  386. noDepthLines_.Reserve(noDepthLinesSize);
  387. if (triangles_.Capacity() > trianglesSize * 2)
  388. triangles_.Reserve(trianglesSize);
  389. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  390. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  391. }
  392. }