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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include "../Precompiled.h"
- #include "../Core/Context.h"
- #include "../Core/CoreEvents.h"
- #include "../Core/Profiler.h"
- #include "../Graphics/AnimatedModel.h"
- #include "../Graphics/Camera.h"
- #include "../Graphics/DebugRenderer.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/Light.h"
- #include "../GraphicsAPI/ShaderVariation.h"
- #include "../GraphicsAPI/VertexBuffer.h"
- #include "../Math/Polyhedron.h"
- #include "../Resource/ResourceCache.h"
- #include "../DebugNew.h"
- namespace Urho3D
- {
- extern const char* SUBSYSTEM_CATEGORY;
- // Cap the amount of lines to prevent crash when eg. debug rendering large heightfields
- static const unsigned MAX_LINES = 1000000;
- // Cap the amount of triangles to prevent crash.
- static const unsigned MAX_TRIANGLES = 100000;
- DebugRenderer::DebugRenderer(Context* context) :
- Component(context),
- lineAntiAlias_(false)
- {
- vertexBuffer_ = new VertexBuffer(context_);
- SubscribeToEvent(E_ENDFRAME, URHO3D_HANDLER(DebugRenderer, HandleEndFrame));
- }
- DebugRenderer::~DebugRenderer() = default;
- void DebugRenderer::RegisterObject(Context* context)
- {
- context->RegisterFactory<DebugRenderer>(SUBSYSTEM_CATEGORY);
- URHO3D_ACCESSOR_ATTRIBUTE("Line Antialias", GetLineAntiAlias, SetLineAntiAlias, false, AM_DEFAULT);
- }
- void DebugRenderer::SetLineAntiAlias(bool enable)
- {
- if (enable != lineAntiAlias_)
- {
- lineAntiAlias_ = enable;
- MarkNetworkUpdate();
- }
- }
- void DebugRenderer::SetView(Camera* camera)
- {
- if (!camera)
- return;
- view_ = camera->GetView();
- projection_ = camera->GetProjection();
- gpuProjection_ = camera->GetGPUProjection();
- frustum_ = camera->GetFrustum();
- }
- void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest)
- {
- AddLine(start, end, color.ToU32(), depthTest);
- }
- void DebugRenderer::AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest)
- {
- if (lines_.Size() + noDepthLines_.Size() >= MAX_LINES)
- return;
- if (depthTest)
- lines_.Push(DebugLine(start, end, color));
- else
- noDepthLines_.Push(DebugLine(start, end, color));
- }
- void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest)
- {
- AddTriangle(v1, v2, v3, color.ToU32(), depthTest);
- }
- void DebugRenderer::AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest)
- {
- if (triangles_.Size() + noDepthTriangles_.Size() >= MAX_TRIANGLES)
- return;
- if (depthTest)
- triangles_.Push(DebugTriangle(v1, v2, v3, color));
- else
- noDepthTriangles_.Push(DebugTriangle(v1, v2, v3, color));
- }
- void DebugRenderer::AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, const Color& color, bool depthTest)
- {
- AddTriangle(v1, v2, v3, color, depthTest);
- AddTriangle(v3, v4, v1, color, depthTest);
- }
- void DebugRenderer::AddPolygon(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4, unsigned color, bool depthTest)
- {
- AddTriangle(v1, v2, v3, color, depthTest);
- AddTriangle(v3, v4, v1, color, depthTest);
- }
- void DebugRenderer::AddNode(Node* node, float scale, bool depthTest)
- {
- if (!node)
- return;
- Vector3 start = node->GetWorldPosition();
- Quaternion rotation = node->GetWorldRotation();
- AddLine(start, start + rotation * (scale * Vector3::RIGHT), Color::RED.ToU32(), depthTest);
- AddLine(start, start + rotation * (scale * Vector3::UP), Color::GREEN.ToU32(), depthTest);
- AddLine(start, start + rotation * (scale * Vector3::FORWARD), Color::BLUE.ToU32(), depthTest);
- }
- void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest, bool solid)
- {
- const Vector3& min = box.min_;
- const Vector3& max = box.max_;
- Vector3 v1(max.x_, min.y_, min.z_);
- Vector3 v2(max.x_, max.y_, min.z_);
- Vector3 v3(min.x_, max.y_, min.z_);
- Vector3 v4(min.x_, min.y_, max.z_);
- Vector3 v5(max.x_, min.y_, max.z_);
- Vector3 v6(min.x_, max.y_, max.z_);
- color32 uintColor = color.ToU32();
- if (!solid)
- {
- AddLine(min, v1, uintColor, depthTest);
- AddLine(v1, v2, uintColor, depthTest);
- AddLine(v2, v3, uintColor, depthTest);
- AddLine(v3, min, uintColor, depthTest);
- AddLine(v4, v5, uintColor, depthTest);
- AddLine(v5, max, uintColor, depthTest);
- AddLine(max, v6, uintColor, depthTest);
- AddLine(v6, v4, uintColor, depthTest);
- AddLine(min, v4, uintColor, depthTest);
- AddLine(v1, v5, uintColor, depthTest);
- AddLine(v2, max, uintColor, depthTest);
- AddLine(v3, v6, uintColor, depthTest);
- }
- else
- {
- AddPolygon(min, v1, v2, v3, uintColor, depthTest);
- AddPolygon(v4, v5, max, v6, uintColor, depthTest);
- AddPolygon(min, v4, v6, v3, uintColor, depthTest);
- AddPolygon(v1, v5, max, v2, uintColor, depthTest);
- AddPolygon(v3, v2, max, v6, uintColor, depthTest);
- AddPolygon(min, v1, v5, v4, uintColor, depthTest);
- }
- }
- void DebugRenderer::AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest, bool solid)
- {
- const Vector3& min = box.min_;
- const Vector3& max = box.max_;
- Vector3 v0(transform * min);
- 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(min.x_, max.y_, max.z_));
- Vector3 v7(transform * max);
- color32 uintColor = color.ToU32();
- if (!solid)
- {
- AddLine(v0, v1, uintColor, depthTest);
- AddLine(v1, v2, uintColor, depthTest);
- AddLine(v2, v3, uintColor, depthTest);
- AddLine(v3, v0, uintColor, depthTest);
- AddLine(v4, v5, uintColor, depthTest);
- AddLine(v5, v7, uintColor, depthTest);
- AddLine(v7, v6, uintColor, depthTest);
- AddLine(v6, v4, uintColor, depthTest);
- AddLine(v0, v4, uintColor, depthTest);
- AddLine(v1, v5, uintColor, depthTest);
- AddLine(v2, v7, uintColor, depthTest);
- AddLine(v3, v6, uintColor, depthTest);
- }
- else
- {
- AddPolygon(v0, v1, v2, v3, uintColor, depthTest);
- AddPolygon(v4, v5, v7, v6, uintColor, depthTest);
- AddPolygon(v0, v4, v6, v3, uintColor, depthTest);
- AddPolygon(v1, v5, v7, v2, uintColor, depthTest);
- AddPolygon(v3, v2, v7, v6, uintColor, depthTest);
- AddPolygon(v0, v1, v5, v4, uintColor, depthTest);
- }
- }
- void DebugRenderer::AddFrustum(const Frustum& frustum, const Color& color, bool depthTest)
- {
- const Vector3* vertices = frustum.vertices_;
- color32 uintColor = color.ToU32();
- AddLine(vertices[0], vertices[1], uintColor, depthTest);
- AddLine(vertices[1], vertices[2], uintColor, depthTest);
- AddLine(vertices[2], vertices[3], uintColor, depthTest);
- AddLine(vertices[3], vertices[0], uintColor, depthTest);
- AddLine(vertices[4], vertices[5], uintColor, depthTest);
- AddLine(vertices[5], vertices[6], uintColor, depthTest);
- AddLine(vertices[6], vertices[7], uintColor, depthTest);
- AddLine(vertices[7], vertices[4], uintColor, depthTest);
- AddLine(vertices[0], vertices[4], uintColor, depthTest);
- AddLine(vertices[1], vertices[5], uintColor, depthTest);
- AddLine(vertices[2], vertices[6], uintColor, depthTest);
- AddLine(vertices[3], vertices[7], uintColor, depthTest);
- }
- void DebugRenderer::AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest)
- {
- color32 uintColor = color.ToU32();
- for (const Vector<Vector3>& face : poly.faces_)
- {
- if (face.Size() >= 3)
- {
- for (i32 j = 0; j < face.Size(); ++j)
- AddLine(face[j], face[(j + 1) % face.Size()], uintColor, depthTest);
- }
- }
- }
- void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
- {
- color32 uintColor = color.ToU32();
- for (auto j = 0; j < 180; j += 45)
- {
- for (auto i = 0; i < 360; i += 45)
- {
- Vector3 p1 = sphere.GetPoint(i, j);
- Vector3 p2 = sphere.GetPoint(i + 45, j);
- Vector3 p3 = sphere.GetPoint(i, j + 45);
- Vector3 p4 = sphere.GetPoint(i + 45, j + 45);
- AddLine(p1, p2, uintColor, depthTest);
- AddLine(p3, p4, uintColor, depthTest);
- AddLine(p1, p3, uintColor, depthTest);
- AddLine(p2, p4, uintColor, depthTest);
- }
- }
- }
- void DebugRenderer::AddSphereSector(const Sphere& sphere, const Quaternion& rotation, float angle,
- bool drawLines, const Color& color, bool depthTest)
- {
- if (angle <= 0.0f)
- return;
- else if (angle >= 360.0f)
- {
- AddSphere(sphere, color, depthTest);
- return;
- }
- static const unsigned numCircleSegments = 8;
- static const unsigned numLines = 4;
- static const float arcStep = 45.0f;
- const color32 uintColor = color.ToU32();
- const float halfAngle = 0.5f * angle;
- const unsigned numArcSegments = static_cast<unsigned>(Ceil(halfAngle / arcStep)) + 1;
- // Draw circle
- for (unsigned j = 0; j < numCircleSegments; ++j)
- {
- AddLine(
- sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, halfAngle),
- sphere.center_ + rotation * sphere.GetLocalPoint((j + 1) * 360.0f / numCircleSegments, halfAngle),
- uintColor, depthTest);
- }
- // Draw arcs
- const unsigned step = numCircleSegments / numLines;
- for (unsigned i = 0; i < numArcSegments - 1; ++i)
- {
- for (unsigned j = 0; j < numCircleSegments; j += step)
- {
- const float nextPhi = i + 1 == numArcSegments - 1 ? halfAngle : (i + 1) * arcStep;
- AddLine(
- sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, i * arcStep),
- sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, nextPhi),
- uintColor, depthTest);
- }
- }
- // Draw lines
- if (drawLines)
- {
- for (unsigned j = 0; j < numCircleSegments; j += step)
- {
- AddLine(sphere.center_,
- sphere.center_ + rotation * sphere.GetLocalPoint(j * 360.0f / numCircleSegments, halfAngle),
- uintColor, depthTest);
- }
- }
- }
- void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
- {
- Sphere sphere(position, radius);
- Vector3 heightVec(0, height, 0);
- Vector3 offsetXVec(radius, 0, 0);
- Vector3 offsetZVec(0, 0, radius);
- for (auto i = 0; i < 360; i += 45)
- {
- Vector3 p1 = sphere.GetPoint(i, 90);
- Vector3 p2 = sphere.GetPoint(i + 45, 90);
- AddLine(p1, p2, color, depthTest);
- AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
- }
- AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
- AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
- AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
- AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
- }
- void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
- {
- const Vector<Bone>& bones = skeleton.GetBones();
- if (!bones.Size())
- return;
- color32 uintColor = color.ToU32();
- for (const Bone& bone : bones)
- {
- // Skip if bone contains no skinned geometry
- if (bone.radius_ < M_EPSILON && bone.boundingBox_.Size().LengthSquared() < M_EPSILON)
- continue;
- Node* boneNode = bone.node_;
- if (!boneNode)
- continue;
- Vector3 start = boneNode->GetWorldPosition();
- Vector3 end;
- i32 j = bone.parentIndex_;
- Node* parentNode = boneNode->GetParent();
- // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
- if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
- end = parentNode->GetWorldPosition();
- else
- end = start;
- AddLine(start, end, uintColor, depthTest);
- }
- }
- void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData,
- unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
- {
- AddTriangleMesh(vertexData, vertexSize, 0, indexData, indexSize, indexStart, indexCount, transform, color, depthTest);
- }
- void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, unsigned vertexStart, const void* indexData,
- unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
- {
- color32 uintColor = color.ToU32();
- const auto* srcData = ((const unsigned char*)vertexData) + vertexStart;
- // 16-bit indices
- if (indexSize == sizeof(unsigned short))
- {
- const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
- const unsigned short* indicesEnd = indices + indexCount;
- while (indices < indicesEnd)
- {
- Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
- Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
- Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
- AddLine(v0, v1, uintColor, depthTest);
- AddLine(v1, v2, uintColor, depthTest);
- AddLine(v2, v0, uintColor, depthTest);
- indices += 3;
- }
- }
- else
- {
- const unsigned* indices = ((const unsigned*)indexData) + indexStart;
- const unsigned* indicesEnd = indices + indexCount;
- while (indices < indicesEnd)
- {
- Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
- Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
- Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
- AddLine(v0, v1, uintColor, depthTest);
- AddLine(v1, v2, uintColor, depthTest);
- AddLine(v2, v0, uintColor, depthTest);
- indices += 3;
- }
- }
- }
- void DebugRenderer::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
- {
- Quaternion orientation;
- orientation.FromRotationTo(Vector3::UP, normal.Normalized());
- Vector3 p = orientation * Vector3(radius, 0, 0) + center;
- color32 uintColor = color.ToU32();
- for(int i = 1; i <= steps; ++i)
- {
- const float angle = (float)i / (float)steps * 360.0f;
- Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
- Vector3 c = orientation * v + center;
- AddLine(p, c, uintColor, depthTest);
- p = c;
- }
- p = center + normal * (radius / 4.0f);
- AddLine(center, p, uintColor, depthTest);
- }
- void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
- {
- color32 uintColor = color.ToU32();
- float halfSize = size / 2.0f;
- for (int i = 0; i < 3; ++i)
- {
- float start[3] = { center.x_, center.y_, center.z_ };
- float end[3] = { center.x_, center.y_, center.z_ };
- start[i] -= halfSize;
- end[i] += halfSize;
- AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
- }
- }
- void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
- {
- color32 uintColor = color.ToU32();
- Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
- Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
- Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
- Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
- AddLine(v0, v1, uintColor, depthTest);
- AddLine(v1, v2, uintColor, depthTest);
- AddLine(v2, v3, uintColor, depthTest);
- AddLine(v3, v0, uintColor, depthTest);
- }
- void DebugRenderer::Render()
- {
- if (!HasContent())
- return;
- auto* graphics = GetSubsystem<Graphics>();
- // Engine does not render when window is closed or device is lost
- assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
- URHO3D_PROFILE(RenderDebugGeometry);
- ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
- ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
- i32 numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
- // Resize the vertex buffer if too small or much too large
- if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
- vertexBuffer_->SetSize(numVertices, VertexElements::Position | VertexElements::Color, true);
- auto* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
- if (!dest)
- return;
- for (const DebugLine& line : lines_)
- {
- dest[0] = line.start_.x_;
- dest[1] = line.start_.y_;
- dest[2] = line.start_.z_;
- ((unsigned&)dest[3]) = line.color_;
- dest[4] = line.end_.x_;
- dest[5] = line.end_.y_;
- dest[6] = line.end_.z_;
- ((unsigned&)dest[7]) = line.color_;
- dest += 8;
- }
- for (const DebugLine& line : noDepthLines_)
- {
- dest[0] = line.start_.x_;
- dest[1] = line.start_.y_;
- dest[2] = line.start_.z_;
- ((unsigned&)dest[3]) = line.color_;
- dest[4] = line.end_.x_;
- dest[5] = line.end_.y_;
- dest[6] = line.end_.z_;
- ((unsigned&)dest[7]) = line.color_;
- dest += 8;
- }
- for (const DebugTriangle& triangle : triangles_)
- {
- dest[0] = triangle.v1_.x_;
- dest[1] = triangle.v1_.y_;
- dest[2] = triangle.v1_.z_;
- ((unsigned&)dest[3]) = triangle.color_;
- dest[4] = triangle.v2_.x_;
- dest[5] = triangle.v2_.y_;
- dest[6] = triangle.v2_.z_;
- ((unsigned&)dest[7]) = triangle.color_;
- dest[8] = triangle.v3_.x_;
- dest[9] = triangle.v3_.y_;
- dest[10] = triangle.v3_.z_;
- ((unsigned&)dest[11]) = triangle.color_;
- dest += 12;
- }
- for (const DebugTriangle& triangle : noDepthTriangles_)
- {
- dest[0] = triangle.v1_.x_;
- dest[1] = triangle.v1_.y_;
- dest[2] = triangle.v1_.z_;
- ((unsigned&)dest[3]) = triangle.color_;
- dest[4] = triangle.v2_.x_;
- dest[5] = triangle.v2_.y_;
- dest[6] = triangle.v2_.z_;
- ((unsigned&)dest[7]) = triangle.color_;
- dest[8] = triangle.v3_.x_;
- dest[9] = triangle.v3_.y_;
- dest[10] = triangle.v3_.z_;
- ((unsigned&)dest[11]) = triangle.color_;
- dest += 12;
- }
- vertexBuffer_->Unlock();
- graphics->SetBlendMode(lineAntiAlias_ ? BLEND_ALPHA : BLEND_REPLACE);
- graphics->SetColorWrite(true);
- graphics->SetCullMode(CULL_NONE);
- graphics->SetDepthWrite(true);
- graphics->SetLineAntiAlias(lineAntiAlias_);
- graphics->SetScissorTest(false);
- graphics->SetStencilTest(false);
- graphics->SetShaders(vs, ps);
- graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
- graphics->SetShaderParameter(VSP_VIEW, view_);
- graphics->SetShaderParameter(VSP_VIEWINV, view_.Inverse());
- graphics->SetShaderParameter(VSP_VIEWPROJ, gpuProjection_ * view_);
- graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
- graphics->SetVertexBuffer(vertexBuffer_);
- unsigned start = 0;
- unsigned count = 0;
- if (lines_.Size())
- {
- count = lines_.Size() * 2;
- graphics->SetDepthTest(CMP_LESSEQUAL);
- graphics->Draw(LINE_LIST, start, count);
- start += count;
- }
- if (noDepthLines_.Size())
- {
- count = noDepthLines_.Size() * 2;
- graphics->SetDepthTest(CMP_ALWAYS);
- graphics->Draw(LINE_LIST, start, count);
- start += count;
- }
- graphics->SetBlendMode(BLEND_ALPHA);
- graphics->SetDepthWrite(false);
- if (triangles_.Size())
- {
- count = triangles_.Size() * 3;
- graphics->SetDepthTest(CMP_LESSEQUAL);
- graphics->Draw(TRIANGLE_LIST, start, count);
- start += count;
- }
- if (noDepthTriangles_.Size())
- {
- count = noDepthTriangles_.Size() * 3;
- graphics->SetDepthTest(CMP_ALWAYS);
- graphics->Draw(TRIANGLE_LIST, start, count);
- }
- graphics->SetLineAntiAlias(false);
- }
- bool DebugRenderer::IsInside(const BoundingBox& box) const
- {
- return frustum_.IsInsideFast(box) == INSIDE;
- }
- bool DebugRenderer::HasContent() const
- {
- return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
- }
- void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
- {
- // When the amount of debug geometry is reduced, release memory
- i32 linesSize = lines_.Size();
- i32 noDepthLinesSize = noDepthLines_.Size();
- i32 trianglesSize = triangles_.Size();
- i32 noDepthTrianglesSize = noDepthTriangles_.Size();
- lines_.Clear();
- noDepthLines_.Clear();
- triangles_.Clear();
- noDepthTriangles_.Clear();
- if (lines_.Capacity() > linesSize * 2)
- lines_.Reserve(linesSize);
- if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
- noDepthLines_.Reserve(noDepthLinesSize);
- if (triangles_.Capacity() > trianglesSize * 2)
- triangles_.Reserve(trianglesSize);
- if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
- noDepthTriangles_.Reserve(noDepthTrianglesSize);
- }
- }
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