DebugRenderer.cpp 9.4 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 "Log.h"
  28. #include "PixelShader.h"
  29. #include "Profiler.h"
  30. #include "Renderer.h"
  31. #include "RendererImpl.h"
  32. #include "ResourceCache.h"
  33. #include "VertexShader.h"
  34. #include "DebugNew.h"
  35. DebugRenderer::DebugRenderer(Renderer* renderer, ResourceCache* cache) :
  36. mRenderer(renderer),
  37. mCache(cache)
  38. {
  39. LOGINFO("Debug renderer created");
  40. mDebugVS = mCache->getResource<VertexShader>("Shaders/SM2/Basic_VCol.vs2");
  41. mDebugPS = mCache->getResource<PixelShader>("Shaders/SM2/Basic_VCol.ps2");
  42. }
  43. DebugRenderer::~DebugRenderer()
  44. {
  45. LOGINFO("Debug renderer shut down");
  46. }
  47. void DebugRenderer::clear()
  48. {
  49. mLines.clear();
  50. mNoDepthLines.clear();
  51. }
  52. void DebugRenderer::setView(Camera* camera)
  53. {
  54. if (camera)
  55. mViewProj = camera->getProjection() * camera->getInverseWorldTransform();
  56. else
  57. mViewProj = Matrix4::sIdentity;
  58. }
  59. void DebugRenderer::render()
  60. {
  61. PROFILE(DebugGeometry_Render);
  62. if (!mRenderer)
  63. return;
  64. if ((!mLines.size()) && (!mNoDepthLines.size()))
  65. return;
  66. mRenderer->setAlphaTest(false);
  67. mRenderer->setBlendMode(BLEND_REPLACE);
  68. mRenderer->setColorWrite(true);
  69. mRenderer->setCullMode(CULL_NONE);
  70. mRenderer->setDepthWrite(true);
  71. mRenderer->setDepthTest(CMP_LESSEQUAL);
  72. mRenderer->setFillMode(FILL_SOLID);
  73. mRenderer->setScissorTest(false);
  74. mRenderer->setStencilTest(false);
  75. mRenderer->setVertexShader(mDebugVS);
  76. mRenderer->setPixelShader(mDebugPS);
  77. mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), mViewProj);
  78. mRenderer->setPixelShaderConstant(getPSRegister(PSP_MATDIFFCOLOR), Color(1.0f, 1.0f, 1.0f, 1.0f));
  79. // Draw all line geometry with depth testing
  80. if (mLines.size())
  81. {
  82. mRenderer->beginImmediate(LINE_LIST, mLines.size() * 2, MASK_POSITION | MASK_COLOR);
  83. float* dest = (float*)mRenderer->getImmediateDataPtr();
  84. for (unsigned i = 0; i < mLines.size(); ++i)
  85. {
  86. const DebugLine& line = mLines[i];
  87. *dest++ = line.mStart.mX; *dest++ = line.mStart.mY; *dest++ = line.mStart.mZ;
  88. *((unsigned*)dest) = line.mColor; dest++;
  89. *dest++ = line.mEnd.mX; *dest++ = line.mEnd.mY; *dest++ = line.mEnd.mZ;
  90. *((unsigned*)dest) = line.mColor; dest++;
  91. }
  92. mRenderer->endImmediate();
  93. }
  94. // Draw all line geometry without depth testing
  95. mRenderer->setDepthTest(CMP_ALWAYS);
  96. if (mNoDepthLines.size())
  97. {
  98. mRenderer->beginImmediate(LINE_LIST, mNoDepthLines.size() * 2, MASK_POSITION | MASK_COLOR);
  99. float* dest = (float*)mRenderer->getImmediateDataPtr();
  100. for (unsigned i = 0; i < mNoDepthLines.size(); ++i)
  101. {
  102. const DebugLine& line = mNoDepthLines[i];
  103. *dest++ = line.mStart.mX; *dest++ = line.mStart.mY; *dest++ = line.mStart.mZ;
  104. *((unsigned*)dest) = line.mColor; dest++;
  105. *dest++ = line.mEnd.mX; *dest++ = line.mEnd.mY; *dest++ = line.mEnd.mZ;
  106. *((unsigned*)dest) = line.mColor; dest++;
  107. }
  108. mRenderer->endImmediate();
  109. }
  110. }
  111. void DebugRenderer::addLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  112. {
  113. if (depthTest)
  114. mLines.push_back(DebugLine(start, end, getD3DColor(color)));
  115. else
  116. mNoDepthLines.push_back(DebugLine(start, end, getD3DColor(color)));
  117. }
  118. void DebugRenderer::addBoundingBox(const BoundingBox& box, const Color& color, bool depthTest)
  119. {
  120. const Vector3& min = box.mMin;
  121. const Vector3& max = box.mMax;
  122. Vector3 v0(max.mX, min.mY, min.mZ);
  123. Vector3 v1(max.mX, max.mY, min.mZ);
  124. Vector3 v2(min.mX, max.mY, min.mZ);
  125. Vector3 v3(min.mX, min.mY, max.mZ);
  126. Vector3 v4(max.mX, min.mY, max.mZ);
  127. Vector3 v5(min.mX, max.mY, max.mZ);
  128. unsigned d3dColor = getD3DColor(color);
  129. std::vector<DebugLine>* dest = &mLines;
  130. if (!depthTest)
  131. dest = &mNoDepthLines;
  132. dest->push_back(DebugLine(min, v0, d3dColor));
  133. dest->push_back(DebugLine(v0, v1, d3dColor));
  134. dest->push_back(DebugLine(v1, v2, d3dColor));
  135. dest->push_back(DebugLine(v2, min, d3dColor));
  136. dest->push_back(DebugLine(v3, v4, d3dColor));
  137. dest->push_back(DebugLine(v4, max, d3dColor));
  138. dest->push_back(DebugLine(max, v5, d3dColor));
  139. dest->push_back(DebugLine(v5, v3, d3dColor));
  140. dest->push_back(DebugLine(min, v3, d3dColor));
  141. dest->push_back(DebugLine(v0, v4, d3dColor));
  142. dest->push_back(DebugLine(v1, max, d3dColor));
  143. dest->push_back(DebugLine(v2, v5, d3dColor));
  144. }
  145. void DebugRenderer::addBoundingBox(const BoundingBox& box, const Matrix4x3& transform, const Color& color, bool depthTest)
  146. {
  147. const Vector3& min = box.mMin;
  148. const Vector3& max = box.mMax;
  149. Vector3 v0(transform * Vector3(min.mX, min.mY, min.mZ));
  150. Vector3 v1(transform * Vector3(max.mX, min.mY, min.mZ));
  151. Vector3 v2(transform * Vector3(max.mX, max.mY, min.mZ));
  152. Vector3 v3(transform * Vector3(min.mX, max.mY, min.mZ));
  153. Vector3 v4(transform * Vector3(min.mX, min.mY, max.mZ));
  154. Vector3 v5(transform * Vector3(max.mX, min.mY, max.mZ));
  155. Vector3 v6(transform * Vector3(max.mX, max.mY, max.mZ));
  156. Vector3 v7(transform * Vector3(min.mX, max.mY, max.mZ));
  157. unsigned d3dColor = getD3DColor(color);
  158. std::vector<DebugLine>* dest = &mLines;
  159. if (!depthTest)
  160. dest = &mNoDepthLines;
  161. dest->push_back(DebugLine(v0, v1, d3dColor));
  162. dest->push_back(DebugLine(v1, v2, d3dColor));
  163. dest->push_back(DebugLine(v2, v3, d3dColor));
  164. dest->push_back(DebugLine(v3, v0, d3dColor));
  165. dest->push_back(DebugLine(v4, v5, d3dColor));
  166. dest->push_back(DebugLine(v5, v6, d3dColor));
  167. dest->push_back(DebugLine(v6, v7, d3dColor));
  168. dest->push_back(DebugLine(v7, v4, d3dColor));
  169. dest->push_back(DebugLine(v0, v4, d3dColor));
  170. dest->push_back(DebugLine(v1, v5, d3dColor));
  171. dest->push_back(DebugLine(v2, v6, d3dColor));
  172. dest->push_back(DebugLine(v3, v7, d3dColor));
  173. }
  174. void DebugRenderer::addFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  175. {
  176. const Vector3* vertices = frustum.getVertices();
  177. unsigned d3dColor = getD3DColor(color);
  178. std::vector<DebugLine>* dest = &mLines;
  179. if (!depthTest)
  180. dest = &mNoDepthLines;
  181. dest->push_back(DebugLine(vertices[0], vertices[1], d3dColor));
  182. dest->push_back(DebugLine(vertices[1], vertices[2], d3dColor));
  183. dest->push_back(DebugLine(vertices[2], vertices[3], d3dColor));
  184. dest->push_back(DebugLine(vertices[3], vertices[0], d3dColor));
  185. dest->push_back(DebugLine(vertices[4], vertices[5], d3dColor));
  186. dest->push_back(DebugLine(vertices[5], vertices[6], d3dColor));
  187. dest->push_back(DebugLine(vertices[6], vertices[7], d3dColor));
  188. dest->push_back(DebugLine(vertices[7], vertices[4], d3dColor));
  189. dest->push_back(DebugLine(vertices[0], vertices[4], d3dColor));
  190. dest->push_back(DebugLine(vertices[1], vertices[5], d3dColor));
  191. dest->push_back(DebugLine(vertices[2], vertices[6], d3dColor));
  192. dest->push_back(DebugLine(vertices[3], vertices[7], d3dColor));
  193. }
  194. void DebugRenderer::addSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  195. {
  196. const std::vector<SharedPtr<Bone> >& bones = skeleton.getBones();
  197. if (!bones.size())
  198. return;
  199. DebugLine newLine;
  200. newLine.mColor = getD3DColor(color);
  201. std::vector<DebugLine>* dest = &mLines;
  202. if (!depthTest)
  203. dest = &mNoDepthLines;
  204. for (unsigned i = 0; i < bones.size(); ++i)
  205. {
  206. Bone* bone = bones[i];
  207. Node* parent = bone->getParent();
  208. if ((parent->getNodeFlags() & NODE_BONE) == 0)
  209. parent = 0;
  210. newLine.mStart = bone->getWorldPosition();
  211. // If bone has a parent defined, draw a line to it. Else draw the bone as a point
  212. if (parent)
  213. newLine.mEnd = parent->getWorldPosition();
  214. else
  215. newLine.mEnd = newLine.mStart;
  216. dest->push_back(newLine);
  217. }
  218. }