DebugRenderer.cpp 23 KB

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  1. //
  2. // Copyright (c) 2008-2017 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 "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/CoreEvents.h"
  25. #include "../Core/Profiler.h"
  26. #include "../Graphics/AnimatedModel.h"
  27. #include "../Graphics/Camera.h"
  28. #include "../Graphics/DebugRenderer.h"
  29. #include "../Graphics/Graphics.h"
  30. #include "../Graphics/Light.h"
  31. #include "../Graphics/ShaderVariation.h"
  32. #include "../Graphics/VertexBuffer.h"
  33. #include "../Math/Polyhedron.h"
  34. #include "../Resource/ResourceCache.h"
  35. #include "../DebugNew.h"
  36. namespace Urho3D
  37. {
  38. extern const char* SUBSYSTEM_CATEGORY;
  39. // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields
  40. static const unsigned MAX_LINES = 1000000;
  41. // Cap the amount of triangles to prevent crash.
  42. static const unsigned MAX_TRIANGLES = 100000;
  43. DebugRenderer::DebugRenderer(Context* context) :
  44. Component(context),
  45. lineAntiAlias_(false)
  46. {
  47. vertexBuffer_ = new VertexBuffer(context_);
  48. SubscribeToEvent(E_ENDFRAME, URHO3D_HANDLER(DebugRenderer, HandleEndFrame));
  49. }
  50. DebugRenderer::~DebugRenderer()
  51. {
  52. }
  53. void DebugRenderer::RegisterObject(Context* context)
  54. {
  55. context->RegisterFactory<DebugRenderer>(SUBSYSTEM_CATEGORY);
  56. URHO3D_ACCESSOR_ATTRIBUTE("Line Antialias", GetLineAntiAlias, SetLineAntiAlias, bool, false, AM_DEFAULT);
  57. }
  58. void DebugRenderer::SetLineAntiAlias(bool enable)
  59. {
  60. if (enable != lineAntiAlias_)
  61. {
  62. lineAntiAlias_ = enable;
  63. MarkNetworkUpdate();
  64. }
  65. }
  66. void DebugRenderer::SetView(Camera* camera)
  67. {
  68. if (!camera)
  69. return;
  70. view_ = camera->GetView();
  71. projection_ = camera->GetProjection();
  72. gpuProjection_ = camera->GetGPUProjection();
  73. frustum_ = camera->GetFrustum();
  74. }
  75. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
  76. {
  77. AddLine(start, end, color.ToUInt(), depthTest);
  78. }
  79. void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
  80. {
  81. if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
  82. return;
  83. if (depthTest)
  84. lines_.Push(DebugLine(start, end, color));
  85. else
  86. noDepthLines_.Push(DebugLine(start, end, color));
  87. }
  88. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
  89. {
  90. AddTriangle(v1, v2, v3, color.ToUInt(), depthTest);
  91. }
  92. void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
  93. {
  94. if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
  95. return;
  96. if (depthTest)
  97. triangles_.Push(DebugTriangle(v1, v2, v3, color));
  98. else
  99. noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
  100. }
  101. void DebugRenderer::AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, const Color& color, bool depthTest)
  102. {
  103. AddTriangle(v1, v2, v3, color, depthTest);
  104. AddTriangle(v3, v4, v1, color, depthTest);
  105. }
  106. void DebugRenderer::AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, unsigned color, bool depthTest)
  107. {
  108. AddTriangle(v1, v2, v3, color, depthTest);
  109. AddTriangle(v3, v4, v1, color, depthTest);
  110. }
  111. void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
  112. {
  113. if (!node)
  114. return;
  115. Vector3 start = node->GetWorldPosition();
  116. Quaternion rotation = node->GetWorldRotation();
  117. AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToUInt(), depthTest);
  118. AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToUInt(), depthTest);
  119. AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToUInt(), depthTest);
  120. }
  121. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest, bool solid)
  122. {
  123. const Vector3& min = box.min_;
  124. const Vector3& max = box.max_;
  125. Vector3 v1(max.x_, min.y_, min.z_);
  126. Vector3 v2(max.x_, max.y_, min.z_);
  127. Vector3 v3(min.x_, max.y_, min.z_);
  128. Vector3 v4(min.x_, min.y_, max.z_);
  129. Vector3 v5(max.x_, min.y_, max.z_);
  130. Vector3 v6(min.x_, max.y_, max.z_);
  131. unsigned uintColor = color.ToUInt();
  132. if (!solid)
  133. {
  134. AddLine(min, v1, uintColor, depthTest);
  135. AddLine(v1, v2, uintColor, depthTest);
  136. AddLine(v2, v3, uintColor, depthTest);
  137. AddLine(v3, min, uintColor, depthTest);
  138. AddLine(v4, v5, uintColor, depthTest);
  139. AddLine(v5, max, uintColor, depthTest);
  140. AddLine(max, v6, uintColor, depthTest);
  141. AddLine(v6, v4, uintColor, depthTest);
  142. AddLine(min, v4, uintColor, depthTest);
  143. AddLine(v1, v5, uintColor, depthTest);
  144. AddLine(v2, max, uintColor, depthTest);
  145. AddLine(v3, v6, uintColor, depthTest);
  146. }
  147. else
  148. {
  149. AddPolygon(min, v1, v2, v3, uintColor, depthTest);
  150. AddPolygon(v4, v5, max, v6, uintColor, depthTest);
  151. AddPolygon(min, v4, v6, v3, uintColor, depthTest);
  152. AddPolygon(v1, v5, max, v2, uintColor, depthTest);
  153. AddPolygon(v3, v2, max, v6, uintColor, depthTest);
  154. AddPolygon(min, v1, v5, v4, uintColor, depthTest);
  155. }
  156. }
  157. void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest, bool solid)
  158. {
  159. const Vector3& min = box.min_;
  160. const Vector3& max = box.max_;
  161. Vector3 v0(transform * min);
  162. Vector3 v1(transform * Vector3(max.x_, min.y_, min.z_));
  163. Vector3 v2(transform * Vector3(max.x_, max.y_, min.z_));
  164. Vector3 v3(transform * Vector3(min.x_, max.y_, min.z_));
  165. Vector3 v4(transform * Vector3(min.x_, min.y_, max.z_));
  166. Vector3 v5(transform * Vector3(max.x_, min.y_, max.z_));
  167. Vector3 v6(transform * Vector3(min.x_, max.y_, max.z_));
  168. Vector3 v7(transform * max);
  169. unsigned uintColor = color.ToUInt();
  170. if (!solid)
  171. {
  172. AddLine(v0, v1, uintColor, depthTest);
  173. AddLine(v1, v2, uintColor, depthTest);
  174. AddLine(v2, v3, uintColor, depthTest);
  175. AddLine(v3, v0, uintColor, depthTest);
  176. AddLine(v4, v5, uintColor, depthTest);
  177. AddLine(v5, v7, uintColor, depthTest);
  178. AddLine(v7, v6, uintColor, depthTest);
  179. AddLine(v6, v4, uintColor, depthTest);
  180. AddLine(v0, v4, uintColor, depthTest);
  181. AddLine(v1, v5, uintColor, depthTest);
  182. AddLine(v2, v7, uintColor, depthTest);
  183. AddLine(v3, v6, uintColor, depthTest);
  184. }
  185. else
  186. {
  187. AddPolygon(v0, v1, v2, v3, uintColor, depthTest);
  188. AddPolygon(v4, v5, v7, v6, uintColor, depthTest);
  189. AddPolygon(v0, v4, v6, v3, uintColor, depthTest);
  190. AddPolygon(v1, v5, v7, v2, uintColor, depthTest);
  191. AddPolygon(v3, v2, v7, v6, uintColor, depthTest);
  192. AddPolygon(v0, v1, v5, v4, uintColor, depthTest);
  193. }
  194. }
  195. void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
  196. {
  197. const Vector3* vertices = frustum.vertices_;
  198. unsigned uintColor = color.ToUInt();
  199. AddLine(vertices[0], vertices[1], uintColor, depthTest);
  200. AddLine(vertices[1], vertices[2], uintColor, depthTest);
  201. AddLine(vertices[2], vertices[3], uintColor, depthTest);
  202. AddLine(vertices[3], vertices[0], uintColor, depthTest);
  203. AddLine(vertices[4], vertices[5], uintColor, depthTest);
  204. AddLine(vertices[5], vertices[6], uintColor, depthTest);
  205. AddLine(vertices[6], vertices[7], uintColor, depthTest);
  206. AddLine(vertices[7], vertices[4], uintColor, depthTest);
  207. AddLine(vertices[0], vertices[4], uintColor, depthTest);
  208. AddLine(vertices[1], vertices[5], uintColor, depthTest);
  209. AddLine(vertices[2], vertices[6], uintColor, depthTest);
  210. AddLine(vertices[3], vertices[7], uintColor, depthTest);
  211. }
  212. void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
  213. {
  214. unsigned uintColor = color.ToUInt();
  215. for (unsigned i = 0; i < poly.faces_.Size(); ++i)
  216. {
  217. const PODVector<Vector3>& face = poly.faces_[i];
  218. if (face.Size() >= 3)
  219. {
  220. for (unsigned j = 0; j < face.Size(); ++j)
  221. AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
  222. }
  223. }
  224. }
  225. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  226. {
  227. unsigned uintColor = color.ToUInt();
  228. for (float j = 0; j < 180; j += 45)
  229. {
  230. for (float i = 0; i < 360; i += 45)
  231. {
  232. Vector3 p1 = sphere.GetPoint(i, j);
  233. Vector3 p2 = sphere.GetPoint(i + 45, j);
  234. Vector3 p3 = sphere.GetPoint(i, j + 45);
  235. Vector3 p4 = sphere.GetPoint(i + 45, j + 45);
  236. AddLine(p1, p2, uintColor, depthTest);
  237. AddLine(p3, p4, uintColor, depthTest);
  238. AddLine(p1, p3, uintColor, depthTest);
  239. AddLine(p2, p4, uintColor, depthTest);
  240. }
  241. }
  242. }
  243. void DebugRenderer::AddSphereSector(const Sphere& sphere, const Quaternion& rotation, float angle,
  244. bool drawLines, const Color& color, bool depthTest)
  245. {
  246. if (angle <= 0.0f)
  247. return;
  248. else if (angle >= 360.0f)
  249. {
  250. AddSphere(sphere, color, depthTest);
  251. return;
  252. }
  253. static const unsigned numCircleSegments = 8;
  254. static const unsigned numLines = 4;
  255. static const float arcStep = 45.0f;
  256. const unsigned uintColor = color.ToUInt();
  257. const float halfAngle = 0.5f * angle;
  258. const unsigned numArcSegments = static_cast<unsigned>(Ceil(halfAngle / arcStep)) + 1;
  259. // Draw circle
  260. for (unsigned j = 0; j < numCircleSegments; ++j)
  261. {
  262. AddLine(
  263. sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, halfAngle),
  264. sphere.center_ + rotation * sphere.GetLocalPoint((j + 1) * 360.0f / numCircleSegments, halfAngle),
  265. uintColor);
  266. }
  267. // Draw arcs
  268. const unsigned step = numCircleSegments / numLines;
  269. for (unsigned i = 0; i < numArcSegments - 1; ++i)
  270. {
  271. for (unsigned j = 0; j < numCircleSegments; j += step)
  272. {
  273. const float nextPhi = i + 1 == numArcSegments - 1 ? halfAngle : (i + 1) * arcStep;
  274. AddLine(
  275. sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, i * arcStep),
  276. sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, nextPhi),
  277. uintColor);
  278. }
  279. }
  280. // Draw lines
  281. if (drawLines)
  282. {
  283. for (unsigned j = 0; j < numCircleSegments; j += step)
  284. {
  285. AddLine(sphere.center_,
  286. sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, halfAngle),
  287. uintColor);
  288. }
  289. }
  290. }
  291. void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
  292. {
  293. Sphere sphere(position, radius);
  294. Vector3 heightVec(0, height, 0);
  295. Vector3 offsetXVec(radius, 0, 0);
  296. Vector3 offsetZVec(0, 0, radius);
  297. for (float i = 0; i < 360; i += 45)
  298. {
  299. Vector3 p1 = sphere.GetPoint(i, 90);
  300. Vector3 p2 = sphere.GetPoint(i + 45, 90);
  301. AddLine(p1, p2, color, depthTest);
  302. AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
  303. }
  304. AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
  305. AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
  306. AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
  307. AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
  308. }
  309. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  310. {
  311. const Vector<Bone>& bones = skeleton.GetBones();
  312. if (!bones.Size())
  313. return;
  314. unsigned uintColor = color.ToUInt();
  315. for (unsigned i = 0; i < bones.Size(); ++i)
  316. {
  317. // Skip if bone contains no skinned geometry
  318. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  319. continue;
  320. Node* boneNode = bones[i].node_;
  321. if (!boneNode)
  322. continue;
  323. Vector3 start = boneNode->GetWorldPosition();
  324. Vector3 end;
  325. unsigned j = bones[i].parentIndex_;
  326. Node* parentNode = boneNode->GetParent();
  327. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  328. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  329. end = parentNode->GetWorldPosition();
  330. else
  331. end = start;
  332. AddLine(start, end, uintColor, depthTest);
  333. }
  334. }
  335. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  336. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  337. {
  338. unsigned uintColor = color.ToUInt();
  339. const unsigned char* srcData = (const unsigned char*)vertexData;
  340. // 16-bit indices
  341. if (indexSize == sizeof(unsigned short))
  342. {
  343. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  344. const unsigned short* indicesEnd = indices + indexCount;
  345. while (indices < indicesEnd)
  346. {
  347. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  348. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  349. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  350. AddLine(v0, v1, uintColor, depthTest);
  351. AddLine(v1, v2, uintColor, depthTest);
  352. AddLine(v2, v0, uintColor, depthTest);
  353. indices += 3;
  354. }
  355. }
  356. else
  357. {
  358. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  359. const unsigned* indicesEnd = indices + indexCount;
  360. while (indices < indicesEnd)
  361. {
  362. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  363. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  364. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  365. AddLine(v0, v1, uintColor, depthTest);
  366. AddLine(v1, v2, uintColor, depthTest);
  367. AddLine(v2, v0, uintColor, depthTest);
  368. indices += 3;
  369. }
  370. }
  371. }
  372. void DebugRenderer::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
  373. {
  374. Quaternion orientation;
  375. orientation.FromRotationTo(Vector3::UP, normal.Normalized());
  376. Vector3 p = orientation * Vector3(radius, 0, 0) + center;
  377. unsigned uintColor = color.ToUInt();
  378. for(int i = 1; i <= steps; ++i)
  379. {
  380. const float angle = (float)i / (float)steps * 360.0f;
  381. Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
  382. Vector3 c = orientation * v + center;
  383. AddLine(p, c, uintColor, depthTest);
  384. p = c;
  385. }
  386. p = center + normal * (radius / 4.0f);
  387. AddLine(center, p, uintColor, depthTest);
  388. }
  389. void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
  390. {
  391. unsigned uintColor = color.ToUInt();
  392. float halfSize = size / 2.0f;
  393. for (int i = 0; i < 3; ++i)
  394. {
  395. float start[3] = { center.x_, center.y_, center.z_ };
  396. float end[3] = { center.x_, center.y_, center.z_ };
  397. start[i] -= halfSize;
  398. end[i] += halfSize;
  399. AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
  400. }
  401. }
  402. void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
  403. {
  404. unsigned uintColor = color.ToUInt();
  405. Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
  406. Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
  407. Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
  408. Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
  409. AddLine(v0, v1, uintColor, depthTest);
  410. AddLine(v1, v2, uintColor, depthTest);
  411. AddLine(v2, v3, uintColor, depthTest);
  412. AddLine(v3, v0, uintColor, depthTest);
  413. }
  414. void DebugRenderer::Render()
  415. {
  416. if (!HasContent())
  417. return;
  418. Graphics* graphics = GetSubsystem<Graphics>();
  419. // Engine does not render when window is closed or device is lost
  420. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  421. URHO3D_PROFILE(RenderDebugGeometry);
  422. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  423. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  424. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  425. // Resize the vertex buffer if too small or much too large
  426. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  427. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  428. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  429. if (!dest)
  430. return;
  431. for (unsigned i = 0; i < lines_.Size(); ++i)
  432. {
  433. const DebugLine& line = lines_[i];
  434. dest[0] = line.start_.x_;
  435. dest[1] = line.start_.y_;
  436. dest[2] = line.start_.z_;
  437. ((unsigned&)dest[3]) = line.color_;
  438. dest[4] = line.end_.x_;
  439. dest[5] = line.end_.y_;
  440. dest[6] = line.end_.z_;
  441. ((unsigned&)dest[7]) = line.color_;
  442. dest += 8;
  443. }
  444. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  445. {
  446. const DebugLine& line = noDepthLines_[i];
  447. dest[0] = line.start_.x_;
  448. dest[1] = line.start_.y_;
  449. dest[2] = line.start_.z_;
  450. ((unsigned&)dest[3]) = line.color_;
  451. dest[4] = line.end_.x_;
  452. dest[5] = line.end_.y_;
  453. dest[6] = line.end_.z_;
  454. ((unsigned&)dest[7]) = line.color_;
  455. dest += 8;
  456. }
  457. for (unsigned i = 0; i < triangles_.Size(); ++i)
  458. {
  459. const DebugTriangle& triangle = triangles_[i];
  460. dest[0] = triangle.v1_.x_;
  461. dest[1] = triangle.v1_.y_;
  462. dest[2] = triangle.v1_.z_;
  463. ((unsigned&)dest[3]) = triangle.color_;
  464. dest[4] = triangle.v2_.x_;
  465. dest[5] = triangle.v2_.y_;
  466. dest[6] = triangle.v2_.z_;
  467. ((unsigned&)dest[7]) = triangle.color_;
  468. dest[8] = triangle.v3_.x_;
  469. dest[9] = triangle.v3_.y_;
  470. dest[10] = triangle.v3_.z_;
  471. ((unsigned&)dest[11]) = triangle.color_;
  472. dest += 12;
  473. }
  474. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  475. {
  476. const DebugTriangle& triangle = noDepthTriangles_[i];
  477. dest[0] = triangle.v1_.x_;
  478. dest[1] = triangle.v1_.y_;
  479. dest[2] = triangle.v1_.z_;
  480. ((unsigned&)dest[3]) = triangle.color_;
  481. dest[4] = triangle.v2_.x_;
  482. dest[5] = triangle.v2_.y_;
  483. dest[6] = triangle.v2_.z_;
  484. ((unsigned&)dest[7]) = triangle.color_;
  485. dest[8] = triangle.v3_.x_;
  486. dest[9] = triangle.v3_.y_;
  487. dest[10] = triangle.v3_.z_;
  488. ((unsigned&)dest[11]) = triangle.color_;
  489. dest += 12;
  490. }
  491. vertexBuffer_->Unlock();
  492. graphics->SetBlendMode(lineAntiAlias_ ? BLEND_ALPHA : BLEND_REPLACE);
  493. graphics->SetColorWrite(true);
  494. graphics->SetCullMode(CULL_NONE);
  495. graphics->SetDepthWrite(true);
  496. graphics->SetLineAntiAlias(lineAntiAlias_);
  497. graphics->SetScissorTest(false);
  498. graphics->SetStencilTest(false);
  499. graphics->SetShaders(vs, ps);
  500. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  501. graphics->SetShaderParameter(VSP_VIEW, view_);
  502. graphics->SetShaderParameter(VSP_VIEWINV, view_.Inverse());
  503. graphics->SetShaderParameter(VSP_VIEWPROJ, gpuProjection_ * view_);
  504. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  505. graphics->SetVertexBuffer(vertexBuffer_);
  506. unsigned start = 0;
  507. unsigned count = 0;
  508. if (lines_.Size())
  509. {
  510. count = lines_.Size() * 2;
  511. graphics->SetDepthTest(CMP_LESSEQUAL);
  512. graphics->Draw(LINE_LIST, start, count);
  513. start += count;
  514. }
  515. if (noDepthLines_.Size())
  516. {
  517. count = noDepthLines_.Size() * 2;
  518. graphics->SetDepthTest(CMP_ALWAYS);
  519. graphics->Draw(LINE_LIST, start, count);
  520. start += count;
  521. }
  522. graphics->SetBlendMode(BLEND_ALPHA);
  523. graphics->SetDepthWrite(false);
  524. if (triangles_.Size())
  525. {
  526. count = triangles_.Size() * 3;
  527. graphics->SetDepthTest(CMP_LESSEQUAL);
  528. graphics->Draw(TRIANGLE_LIST, start, count);
  529. start += count;
  530. }
  531. if (noDepthTriangles_.Size())
  532. {
  533. count = noDepthTriangles_.Size() * 3;
  534. graphics->SetDepthTest(CMP_ALWAYS);
  535. graphics->Draw(TRIANGLE_LIST, start, count);
  536. }
  537. graphics->SetLineAntiAlias(false);
  538. }
  539. bool DebugRenderer::IsInside(const BoundingBox& box) const
  540. {
  541. return frustum_.IsInsideFast(box) == INSIDE;
  542. }
  543. bool DebugRenderer::HasContent() const
  544. {
  545. return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
  546. }
  547. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  548. {
  549. // When the amount of debug geometry is reduced, release memory
  550. unsigned linesSize = lines_.Size();
  551. unsigned noDepthLinesSize = noDepthLines_.Size();
  552. unsigned trianglesSize = triangles_.Size();
  553. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  554. lines_.Clear();
  555. noDepthLines_.Clear();
  556. triangles_.Clear();
  557. noDepthTriangles_.Clear();
  558. if (lines_.Capacity() > linesSize * 2)
  559. lines_.Reserve(linesSize);
  560. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  561. noDepthLines_.Reserve(noDepthLinesSize);
  562. if (triangles_.Capacity() > trianglesSize * 2)
  563. triangles_.Reserve(trianglesSize);
  564. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  565. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  566. }
  567. }