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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 "PixelShader.h"
- #include "Profiler.h"
- #include "Renderer.h"
- #include "ResourceCache.h"
- #include "VertexShader.h"
- #include "DebugNew.h"
- OBJECTTYPESTATIC(DebugRenderer);
- DebugRenderer::DebugRenderer(Context* context) :
- Component(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::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
- {
- const Vector3& min = box.min_;
- const Vector3& max = box.max_;
-
- Vector3 v0(max.x_, min.y_, min.z_);
- Vector3 v1(max.x_, max.y_, min.z_);
- Vector3 v2(min.x_, max.y_, min.z_);
- Vector3 v3(min.x_, min.y_, max.z_);
- Vector3 v4(max.x_, min.y_, max.z_);
- Vector3 v5(min.x_, max.y_, max.z_);
-
- unsigned d3dColor = color.ToUInt();
-
- Vector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- dest->Push(DebugLine(min, v0, d3dColor));
- dest->Push(DebugLine(v0, v1, d3dColor));
- dest->Push(DebugLine(v1, v2, d3dColor));
- dest->Push(DebugLine(v2, min, d3dColor));
- dest->Push(DebugLine(v3, v4, d3dColor));
- dest->Push(DebugLine(v4, max, d3dColor));
- dest->Push(DebugLine(max, v5, d3dColor));
- dest->Push(DebugLine(v5, v3, d3dColor));
- dest->Push(DebugLine(min, v3, d3dColor));
- dest->Push(DebugLine(v0, v4, d3dColor));
- dest->Push(DebugLine(v1, max, d3dColor));
- dest->Push(DebugLine(v2, v5, d3dColor));
- }
- void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix4x3& transform, const Color& color, bool depthTest)
- {
- const Vector3& min = box.min_;
- const Vector3& max = box.max_;
-
- Vector3 v0(transform * Vector3(min.x_, min.y_, min.z_));
- 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(max.x_, max.y_, max.z_));
- Vector3 v7(transform * Vector3(min.x_, max.y_, max.z_));
-
- unsigned d3dColor = color.ToUInt();
-
- Vector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- dest->Push(DebugLine(v0, v1, d3dColor));
- dest->Push(DebugLine(v1, v2, d3dColor));
- dest->Push(DebugLine(v2, v3, d3dColor));
- dest->Push(DebugLine(v3, v0, d3dColor));
- dest->Push(DebugLine(v4, v5, d3dColor));
- dest->Push(DebugLine(v5, v6, d3dColor));
- dest->Push(DebugLine(v6, v7, d3dColor));
- dest->Push(DebugLine(v7, v4, d3dColor));
- dest->Push(DebugLine(v0, v4, d3dColor));
- dest->Push(DebugLine(v1, v5, d3dColor));
- dest->Push(DebugLine(v2, v6, d3dColor));
- dest->Push(DebugLine(v3, v7, d3dColor));
- }
- void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
- {
- const Vector3* vertices = frustum.GetVertices();
- unsigned d3dColor = color.ToUInt();
-
- Vector<DebugLine>* dest = &lines_;
- if (!depthTest)
- dest = &noDepthLines_;
-
- dest->Push(DebugLine(vertices[0], vertices[1], d3dColor));
- dest->Push(DebugLine(vertices[1], vertices[2], d3dColor));
- dest->Push(DebugLine(vertices[2], vertices[3], d3dColor));
- dest->Push(DebugLine(vertices[3], vertices[0], d3dColor));
- dest->Push(DebugLine(vertices[4], vertices[5], d3dColor));
- dest->Push(DebugLine(vertices[5], vertices[6], d3dColor));
- dest->Push(DebugLine(vertices[6], vertices[7], d3dColor));
- dest->Push(DebugLine(vertices[7], vertices[4], d3dColor));
- dest->Push(DebugLine(vertices[0], vertices[4], d3dColor));
- dest->Push(DebugLine(vertices[1], vertices[5], d3dColor));
- dest->Push(DebugLine(vertices[2], vertices[6], d3dColor));
- dest->Push(DebugLine(vertices[3], vertices[7], d3dColor));
- }
- 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();
-
- Vector<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::Render()
- {
- PROFILE(RenderDebugGeometry);
-
- if ((!lines_.Size()) && (!noDepthLines_.Size()))
- return;
-
- Graphics* graphics = GetSubsystem<Graphics>();
- Renderer* renderer = GetSubsystem<Renderer>();
-
- graphics->SetAlphaTest(false);
- graphics->SetBlendMode(BLEND_REPLACE);
- graphics->SetColorWrite(true);
- graphics->SetCullMode(CULL_NONE);
- graphics->SetDepthWrite(true);
- graphics->SetDepthTest(CMP_LESSEQUAL);
- graphics->SetFillMode(FILL_SOLID);
- graphics->SetScissorTest(false);
- graphics->SetStencilTest(false);
- graphics->SetShaders(renderer->GetVertexShader("Basic_VCol"), renderer->GetPixelShader("Basic_VCol"));
- graphics->SetVertexShaderParameter(VSP_MODEL, Matrix4x3::IDENTITY);
- graphics->SetVertexShaderParameter(VSP_VIEWPROJ, projection_ * view_);
- graphics->SetPixelShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
-
- // Draw all line geometry with depth testing
- if (lines_.Size())
- {
- graphics->BeginImmediate(LINE_LIST, lines_.Size() * 2, MASK_POSITION | MASK_COLOR);
- float* dest = (float*)graphics->GetImmediateDataPtr();
-
- 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++;
- }
-
- graphics->EndImmediate();
- }
-
- // Draw all line geometry without depth testing
- graphics->SetDepthTest(CMP_ALWAYS);
- if (noDepthLines_.Size())
- {
- graphics->BeginImmediate(LINE_LIST, noDepthLines_.Size() * 2, MASK_POSITION | MASK_COLOR);
- float* dest = (float*)graphics->GetImmediateDataPtr();
-
- 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++;
- }
-
- graphics->EndImmediate();
- }
- }
- 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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