DebugRenderer.cpp 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626
  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. static Vector3 PointOnSphere(const Sphere& sphere, unsigned theta, unsigned phi)
  226. {
  227. return Vector3(
  228. sphere.center_.x_ + sphere.radius_ * Sin((float)theta) * Sin((float)phi),
  229. sphere.center_.y_ + sphere.radius_ * Cos((float)phi),
  230. sphere.center_.z_ + sphere.radius_ * Cos((float)theta) * Sin((float)phi)
  231. );
  232. }
  233. void DebugRenderer::AddSphere(const Sphere& sphere, const Color& color, bool depthTest)
  234. {
  235. unsigned uintColor = color.ToUInt();
  236. for (unsigned j = 0; j < 180; j += 45)
  237. {
  238. for (unsigned i = 0; i < 360; i += 45)
  239. {
  240. Vector3 p1 = PointOnSphere(sphere, i, j);
  241. Vector3 p2 = PointOnSphere(sphere, i + 45, j);
  242. Vector3 p3 = PointOnSphere(sphere, i, j + 45);
  243. Vector3 p4 = PointOnSphere(sphere, i + 45, j + 45);
  244. AddLine(p1, p2, uintColor, depthTest);
  245. AddLine(p3, p4, uintColor, depthTest);
  246. AddLine(p1, p3, uintColor, depthTest);
  247. AddLine(p2, p4, uintColor, depthTest);
  248. }
  249. }
  250. }
  251. void DebugRenderer::AddCylinder(const Vector3& position, float radius, float height, const Color& color, bool depthTest)
  252. {
  253. Sphere sphere(position, radius);
  254. Vector3 heightVec(0, height, 0);
  255. Vector3 offsetXVec(radius, 0, 0);
  256. Vector3 offsetZVec(0, 0, radius);
  257. for (unsigned i = 0; i < 360; i += 45)
  258. {
  259. Vector3 p1 = PointOnSphere(sphere, i, 90);
  260. Vector3 p2 = PointOnSphere(sphere, i + 45, 90);
  261. AddLine(p1, p2, color, depthTest);
  262. AddLine(p1 + heightVec, p2 + heightVec, color, depthTest);
  263. }
  264. AddLine(position + offsetXVec, position + heightVec + offsetXVec, color, depthTest);
  265. AddLine(position - offsetXVec, position + heightVec - offsetXVec, color, depthTest);
  266. AddLine(position + offsetZVec, position + heightVec + offsetZVec, color, depthTest);
  267. AddLine(position - offsetZVec, position + heightVec - offsetZVec, color, depthTest);
  268. }
  269. void DebugRenderer::AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest)
  270. {
  271. const Vector<Bone>& bones = skeleton.GetBones();
  272. if (!bones.Size())
  273. return;
  274. unsigned uintColor = color.ToUInt();
  275. for (unsigned i = 0; i < bones.Size(); ++i)
  276. {
  277. // Skip if bone contains no skinned geometry
  278. if (bones[i].radius_ < M_EPSILON && bones[i].boundingBox_.Size().LengthSquared() < M_EPSILON)
  279. continue;
  280. Node* boneNode = bones[i].node_;
  281. if (!boneNode)
  282. continue;
  283. Vector3 start = boneNode->GetWorldPosition();
  284. Vector3 end;
  285. unsigned j = bones[i].parentIndex_;
  286. Node* parentNode = boneNode->GetParent();
  287. // If bone has a parent defined, and it also skins geometry, draw a line to it. Else draw the bone as a point
  288. if (parentNode && (bones[j].radius_ >= M_EPSILON || bones[j].boundingBox_.Size().LengthSquared() >= M_EPSILON))
  289. end = parentNode->GetWorldPosition();
  290. else
  291. end = start;
  292. AddLine(start, end, uintColor, depthTest);
  293. }
  294. }
  295. void DebugRenderer::AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize,
  296. unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest)
  297. {
  298. unsigned uintColor = color.ToUInt();
  299. const unsigned char* srcData = (const unsigned char*)vertexData;
  300. // 16-bit indices
  301. if (indexSize == sizeof(unsigned short))
  302. {
  303. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  304. const unsigned short* indicesEnd = indices + indexCount;
  305. while (indices < indicesEnd)
  306. {
  307. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  308. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  309. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  310. AddLine(v0, v1, uintColor, depthTest);
  311. AddLine(v1, v2, uintColor, depthTest);
  312. AddLine(v2, v0, uintColor, depthTest);
  313. indices += 3;
  314. }
  315. }
  316. else
  317. {
  318. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  319. const unsigned* indicesEnd = indices + indexCount;
  320. while (indices < indicesEnd)
  321. {
  322. Vector3 v0 = transform * *((const Vector3*)(&srcData[indices[0] * vertexSize]));
  323. Vector3 v1 = transform * *((const Vector3*)(&srcData[indices[1] * vertexSize]));
  324. Vector3 v2 = transform * *((const Vector3*)(&srcData[indices[2] * vertexSize]));
  325. AddLine(v0, v1, uintColor, depthTest);
  326. AddLine(v1, v2, uintColor, depthTest);
  327. AddLine(v2, v0, uintColor, depthTest);
  328. indices += 3;
  329. }
  330. }
  331. }
  332. void DebugRenderer::AddCircle(const Vector3& center, const Vector3& normal, float radius, const Color& color, int steps, bool depthTest)
  333. {
  334. Quaternion orientation;
  335. orientation.FromRotationTo(Vector3::UP, normal.Normalized());
  336. Vector3 p = orientation * Vector3(radius, 0, 0) + center;
  337. unsigned uintColor = color.ToUInt();
  338. for(int i = 1; i <= steps; ++i)
  339. {
  340. const float angle = (float)i / (float)steps * 360.0f;
  341. Vector3 v(radius * Cos(angle), 0, radius * Sin(angle));
  342. Vector3 c = orientation * v + center;
  343. AddLine(p, c, uintColor, depthTest);
  344. p = c;
  345. }
  346. p = center + normal * (radius / 4.0f);
  347. AddLine(center, p, uintColor, depthTest);
  348. }
  349. void DebugRenderer::AddCross(const Vector3& center, float size, const Color& color, bool depthTest)
  350. {
  351. unsigned uintColor = color.ToUInt();
  352. float halfSize = size / 2.0f;
  353. for (int i = 0; i < 3; ++i)
  354. {
  355. float start[3] = { center.x_, center.y_, center.z_ };
  356. float end[3] = { center.x_, center.y_, center.z_ };
  357. start[i] -= halfSize;
  358. end[i] += halfSize;
  359. AddLine(Vector3(start), Vector3(end), uintColor, depthTest);
  360. }
  361. }
  362. void DebugRenderer::AddQuad(const Vector3& center, float width, float height, const Color& color, bool depthTest)
  363. {
  364. unsigned uintColor = color.ToUInt();
  365. Vector3 v0(center.x_ - width / 2, center.y_, center.z_ - height / 2);
  366. Vector3 v1(center.x_ + width / 2, center.y_, center.z_ - height / 2);
  367. Vector3 v2(center.x_ + width / 2, center.y_, center.z_ + height / 2);
  368. Vector3 v3(center.x_ - width / 2, center.y_, center.z_ + height / 2);
  369. AddLine(v0, v1, uintColor, depthTest);
  370. AddLine(v1, v2, uintColor, depthTest);
  371. AddLine(v2, v3, uintColor, depthTest);
  372. AddLine(v3, v0, uintColor, depthTest);
  373. }
  374. void DebugRenderer::Render()
  375. {
  376. if (!HasContent())
  377. return;
  378. Graphics* graphics = GetSubsystem<Graphics>();
  379. // Engine does not render when window is closed or device is lost
  380. assert(graphics && graphics->IsInitialized() && !graphics->IsDeviceLost());
  381. URHO3D_PROFILE(RenderDebugGeometry);
  382. ShaderVariation* vs = graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
  383. ShaderVariation* ps = graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
  384. unsigned numVertices = (lines_.Size() + noDepthLines_.Size()) * 2 + (triangles_.Size() + noDepthTriangles_.Size()) * 3;
  385. // Resize the vertex buffer if too small or much too large
  386. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  387. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR, true);
  388. float* dest = (float*)vertexBuffer_->Lock(0, numVertices, true);
  389. if (!dest)
  390. return;
  391. for (unsigned i = 0; i < lines_.Size(); ++i)
  392. {
  393. const DebugLine& line = lines_[i];
  394. dest[0] = line.start_.x_;
  395. dest[1] = line.start_.y_;
  396. dest[2] = line.start_.z_;
  397. ((unsigned&)dest[3]) = line.color_;
  398. dest[4] = line.end_.x_;
  399. dest[5] = line.end_.y_;
  400. dest[6] = line.end_.z_;
  401. ((unsigned&)dest[7]) = line.color_;
  402. dest += 8;
  403. }
  404. for (unsigned i = 0; i < noDepthLines_.Size(); ++i)
  405. {
  406. const DebugLine& line = noDepthLines_[i];
  407. dest[0] = line.start_.x_;
  408. dest[1] = line.start_.y_;
  409. dest[2] = line.start_.z_;
  410. ((unsigned&)dest[3]) = line.color_;
  411. dest[4] = line.end_.x_;
  412. dest[5] = line.end_.y_;
  413. dest[6] = line.end_.z_;
  414. ((unsigned&)dest[7]) = line.color_;
  415. dest += 8;
  416. }
  417. for (unsigned i = 0; i < triangles_.Size(); ++i)
  418. {
  419. const DebugTriangle& triangle = triangles_[i];
  420. dest[0] = triangle.v1_.x_;
  421. dest[1] = triangle.v1_.y_;
  422. dest[2] = triangle.v1_.z_;
  423. ((unsigned&)dest[3]) = triangle.color_;
  424. dest[4] = triangle.v2_.x_;
  425. dest[5] = triangle.v2_.y_;
  426. dest[6] = triangle.v2_.z_;
  427. ((unsigned&)dest[7]) = triangle.color_;
  428. dest[8] = triangle.v3_.x_;
  429. dest[9] = triangle.v3_.y_;
  430. dest[10] = triangle.v3_.z_;
  431. ((unsigned&)dest[11]) = triangle.color_;
  432. dest += 12;
  433. }
  434. for (unsigned i = 0; i < noDepthTriangles_.Size(); ++i)
  435. {
  436. const DebugTriangle& triangle = noDepthTriangles_[i];
  437. dest[0] = triangle.v1_.x_;
  438. dest[1] = triangle.v1_.y_;
  439. dest[2] = triangle.v1_.z_;
  440. ((unsigned&)dest[3]) = triangle.color_;
  441. dest[4] = triangle.v2_.x_;
  442. dest[5] = triangle.v2_.y_;
  443. dest[6] = triangle.v2_.z_;
  444. ((unsigned&)dest[7]) = triangle.color_;
  445. dest[8] = triangle.v3_.x_;
  446. dest[9] = triangle.v3_.y_;
  447. dest[10] = triangle.v3_.z_;
  448. ((unsigned&)dest[11]) = triangle.color_;
  449. dest += 12;
  450. }
  451. vertexBuffer_->Unlock();
  452. graphics->SetBlendMode(lineAntiAlias_ ? BLEND_ALPHA : BLEND_REPLACE);
  453. graphics->SetColorWrite(true);
  454. graphics->SetCullMode(CULL_NONE);
  455. graphics->SetDepthWrite(true);
  456. graphics->SetLineAntiAlias(lineAntiAlias_);
  457. graphics->SetScissorTest(false);
  458. graphics->SetStencilTest(false);
  459. graphics->SetShaders(vs, ps);
  460. graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  461. graphics->SetShaderParameter(VSP_VIEW, view_);
  462. graphics->SetShaderParameter(VSP_VIEWINV, view_.Inverse());
  463. graphics->SetShaderParameter(VSP_VIEWPROJ, gpuProjection_ * view_);
  464. graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  465. graphics->SetVertexBuffer(vertexBuffer_);
  466. unsigned start = 0;
  467. unsigned count = 0;
  468. if (lines_.Size())
  469. {
  470. count = lines_.Size() * 2;
  471. graphics->SetDepthTest(CMP_LESSEQUAL);
  472. graphics->Draw(LINE_LIST, start, count);
  473. start += count;
  474. }
  475. if (noDepthLines_.Size())
  476. {
  477. count = noDepthLines_.Size() * 2;
  478. graphics->SetDepthTest(CMP_ALWAYS);
  479. graphics->Draw(LINE_LIST, start, count);
  480. start += count;
  481. }
  482. graphics->SetBlendMode(BLEND_ALPHA);
  483. graphics->SetDepthWrite(false);
  484. if (triangles_.Size())
  485. {
  486. count = triangles_.Size() * 3;
  487. graphics->SetDepthTest(CMP_LESSEQUAL);
  488. graphics->Draw(TRIANGLE_LIST, start, count);
  489. start += count;
  490. }
  491. if (noDepthTriangles_.Size())
  492. {
  493. count = noDepthTriangles_.Size() * 3;
  494. graphics->SetDepthTest(CMP_ALWAYS);
  495. graphics->Draw(TRIANGLE_LIST, start, count);
  496. }
  497. graphics->SetLineAntiAlias(false);
  498. }
  499. bool DebugRenderer::IsInside(const BoundingBox& box) const
  500. {
  501. return frustum_.IsInsideFast(box) == INSIDE;
  502. }
  503. bool DebugRenderer::HasContent() const
  504. {
  505. return !(lines_.Empty() && noDepthLines_.Empty() && triangles_.Empty() && noDepthTriangles_.Empty());
  506. }
  507. void DebugRenderer::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  508. {
  509. // When the amount of debug geometry is reduced, release memory
  510. unsigned linesSize = lines_.Size();
  511. unsigned noDepthLinesSize = noDepthLines_.Size();
  512. unsigned trianglesSize = triangles_.Size();
  513. unsigned noDepthTrianglesSize = noDepthTriangles_.Size();
  514. lines_.Clear();
  515. noDepthLines_.Clear();
  516. triangles_.Clear();
  517. noDepthTriangles_.Clear();
  518. if (lines_.Capacity() > linesSize * 2)
  519. lines_.Reserve(linesSize);
  520. if (noDepthLines_.Capacity() > noDepthLinesSize * 2)
  521. noDepthLines_.Reserve(noDepthLinesSize);
  522. if (triangles_.Capacity() > trianglesSize * 2)
  523. triangles_.Reserve(trianglesSize);
  524. if (noDepthTriangles_.Capacity() > noDepthTrianglesSize * 2)
  525. noDepthTriangles_.Reserve(noDepthTrianglesSize);
  526. }
  527. }