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- #region File Description
- //-----------------------------------------------------------------------------
- // DebugShapeRenderer.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- namespace ShapeRenderingSample
- {
- /// <summary>
- /// A system for handling rendering of various debug shapes.
- /// </summary>
- /// <remarks>
- /// The DebugShapeRenderer allows for rendering line-base shapes in a batched fashion. Games
- /// will call one of the many Add* methods to add a shape to the renderer and then a call to
- /// Draw will cause all shapes to be rendered. This mechanism was chosen because it allows
- /// game code to call the Add* methods wherever is most convenient, rather than having to
- /// add draw methods to all of the necessary objects.
- ///
- /// Additionally the renderer supports a lifetime for all shapes added. This allows for things
- /// like visualization of raycast bullets. The game would call the AddLine overload with the
- /// lifetime parameter and pass in a positive value. The renderer will then draw that shape
- /// for the given amount of time without any more calls to AddLine being required.
- ///
- /// The renderer's batching mechanism uses a cache system to avoid garbage and also draws as
- /// many lines in one call to DrawUserPrimitives as possible. If the renderer is trying to draw
- /// more lines than are allowed in the Reach profile, it will break them up into multiple draw
- /// calls to make sure the game continues to work for any game.</remarks>
- public static class DebugShapeRenderer
- {
- // A single shape in our debug renderer
- class DebugShape
- {
- /// <summary>
- /// The array of vertices the shape can use.
- /// </summary>
- public VertexPositionColor[] Vertices;
- /// <summary>
- /// The number of lines to draw for this shape.
- /// </summary>
- public int LineCount;
- /// <summary>
- /// The length of time to keep this shape visible.
- /// </summary>
- public float Lifetime;
- }
-
- // We use a cache system to reuse our DebugShape instances to avoid creating garbage
- private static readonly List<DebugShape> cachedShapes = new List<DebugShape>();
- private static readonly List<DebugShape> activeShapes = new List<DebugShape>();
- // Allocate an array to hold our vertices; this will grow as needed by our renderer
- private static VertexPositionColor[] verts = new VertexPositionColor[64];
- // Our graphics device and the effect we use to render the shapes
- private static GraphicsDevice graphics;
- private static BasicEffect effect;
- // An array we use to get corners from frustums and bounding boxes
- private static Vector3[] corners = new Vector3[8];
- // This holds the vertices for our unit sphere that we will use when drawing bounding spheres
- private const int sphereResolution = 30;
- private const int sphereLineCount = (sphereResolution + 1) * 3;
- private static Vector3[] unitSphere;
- /// <summary>
- /// Initializes the renderer.
- /// </summary>
- /// <param name="graphicsDevice">The GraphicsDevice to use for rendering.</param>
- [Conditional("DEBUG")]
- public static void Initialize(GraphicsDevice graphicsDevice)
- {
- // If we already have a graphics device, we've already initialized once. We don't allow that.
- if (graphics != null)
- throw new InvalidOperationException("Initialize can only be called once.");
- // Save the graphics device
- graphics = graphicsDevice;
- // Create and initialize our effect
- effect = new BasicEffect(graphicsDevice);
- effect.VertexColorEnabled = true;
- effect.TextureEnabled = false;
- effect.DiffuseColor = Vector3.One;
- effect.World = Matrix.Identity;
- // Create our unit sphere vertices
- InitializeSphere();
- }
- /// <summary>
- /// Adds a line to be rendered for just one frame.
- /// </summary>
- /// <param name="a">The first point of the line.</param>
- /// <param name="b">The second point of the line.</param>
- /// <param name="color">The color in which to draw the line.</param>
- [Conditional("DEBUG")]
- public static void AddLine(Vector3 a, Vector3 b, Color color)
- {
- AddLine(a, b, color, 0f);
- }
- /// <summary>
- /// Adds a line to be rendered for a set amount of time.
- /// </summary>
- /// <param name="a">The first point of the line.</param>
- /// <param name="b">The second point of the line.</param>
- /// <param name="color">The color in which to draw the line.</param>
- /// <param name="life">The amount of time, in seconds, to keep rendering the line.</param>
- [Conditional("DEBUG")]
- public static void AddLine(Vector3 a, Vector3 b, Color color, float life)
- {
- // Get a DebugShape we can use to draw the line
- DebugShape shape = GetShapeForLines(1, life);
- // Add the two vertices to the shape
- shape.Vertices[0] = new VertexPositionColor(a, color);
- shape.Vertices[1] = new VertexPositionColor(b, color);
- }
- /// <summary>
- /// Adds a triangle to be rendered for just one frame.
- /// </summary>
- /// <param name="a">The first vertex of the triangle.</param>
- /// <param name="b">The second vertex of the triangle.</param>
- /// <param name="c">The third vertex of the triangle.</param>
- /// <param name="color">The color in which to draw the triangle.</param>
- [Conditional("DEBUG")]
- public static void AddTriangle(Vector3 a, Vector3 b, Vector3 c, Color color)
- {
- AddTriangle(a, b, c, color, 0f);
- }
- /// <summary>
- /// Adds a triangle to be rendered for a set amount of time.
- /// </summary>
- /// <param name="a">The first vertex of the triangle.</param>
- /// <param name="b">The second vertex of the triangle.</param>
- /// <param name="c">The third vertex of the triangle.</param>
- /// <param name="color">The color in which to draw the triangle.</param>
- /// <param name="life">The amount of time, in seconds, to keep rendering the triangle.</param>
- [Conditional("DEBUG")]
- public static void AddTriangle(Vector3 a, Vector3 b, Vector3 c, Color color, float life)
- {
- // Get a DebugShape we can use to draw the triangle
- DebugShape shape = GetShapeForLines(3, life);
- // Add the vertices to the shape
- shape.Vertices[0] = new VertexPositionColor(a, color);
- shape.Vertices[1] = new VertexPositionColor(b, color);
- shape.Vertices[2] = new VertexPositionColor(b, color);
- shape.Vertices[3] = new VertexPositionColor(c, color);
- shape.Vertices[4] = new VertexPositionColor(c, color);
- shape.Vertices[5] = new VertexPositionColor(a, color);
- }
- /// <summary>
- /// Adds a frustum to be rendered for just one frame.
- /// </summary>
- /// <param name="frustum">The frustum to render.</param>
- /// <param name="color">The color in which to draw the frustum.</param>
- [Conditional("DEBUG")]
- public static void AddBoundingFrustum(BoundingFrustum frustum, Color color)
- {
- AddBoundingFrustum(frustum, color, 0f);
- }
- /// <summary>
- /// Adds a frustum to be rendered for a set amount of time.
- /// </summary>
- /// <param name="frustum">The frustum to render.</param>
- /// <param name="color">The color in which to draw the frustum.</param>
- /// <param name="life">The amount of time, in seconds, to keep rendering the frustum.</param>
- [Conditional("DEBUG")]
- public static void AddBoundingFrustum(BoundingFrustum frustum, Color color, float life)
- {
- // Get a DebugShape we can use to draw the frustum
- DebugShape shape = GetShapeForLines(12, life);
- // Get the corners of the frustum
- frustum.GetCorners(corners);
- // Fill in the vertices for the bottom of the frustum
- shape.Vertices[0] = new VertexPositionColor(corners[0], color);
- shape.Vertices[1] = new VertexPositionColor(corners[1], color);
- shape.Vertices[2] = new VertexPositionColor(corners[1], color);
- shape.Vertices[3] = new VertexPositionColor(corners[2], color);
- shape.Vertices[4] = new VertexPositionColor(corners[2], color);
- shape.Vertices[5] = new VertexPositionColor(corners[3], color);
- shape.Vertices[6] = new VertexPositionColor(corners[3], color);
- shape.Vertices[7] = new VertexPositionColor(corners[0], color);
- // Fill in the vertices for the top of the frustum
- shape.Vertices[8] = new VertexPositionColor(corners[4], color);
- shape.Vertices[9] = new VertexPositionColor(corners[5], color);
- shape.Vertices[10] = new VertexPositionColor(corners[5], color);
- shape.Vertices[11] = new VertexPositionColor(corners[6], color);
- shape.Vertices[12] = new VertexPositionColor(corners[6], color);
- shape.Vertices[13] = new VertexPositionColor(corners[7], color);
- shape.Vertices[14] = new VertexPositionColor(corners[7], color);
- shape.Vertices[15] = new VertexPositionColor(corners[4], color);
- // Fill in the vertices for the vertical sides of the frustum
- shape.Vertices[16] = new VertexPositionColor(corners[0], color);
- shape.Vertices[17] = new VertexPositionColor(corners[4], color);
- shape.Vertices[18] = new VertexPositionColor(corners[1], color);
- shape.Vertices[19] = new VertexPositionColor(corners[5], color);
- shape.Vertices[20] = new VertexPositionColor(corners[2], color);
- shape.Vertices[21] = new VertexPositionColor(corners[6], color);
- shape.Vertices[22] = new VertexPositionColor(corners[3], color);
- shape.Vertices[23] = new VertexPositionColor(corners[7], color);
- }
- /// <summary>
- /// Adds a bounding box to be rendered for just one frame.
- /// </summary>
- /// <param name="box">The bounding box to render.</param>
- /// <param name="color">The color in which to draw the bounding box.</param>
- [Conditional("DEBUG")]
- public static void AddBoundingBox(BoundingBox box, Color color)
- {
- AddBoundingBox(box, color, 0f);
- }
- /// <summary>
- /// Adds a bounding box to be rendered for a set amount of time.
- /// </summary>
- /// <param name="box">The bounding box to render.</param>
- /// <param name="color">The color in which to draw the bounding box.</param>
- /// <param name="life">The amount of time, in seconds, to keep rendering the bounding box.</param>
- [Conditional("DEBUG")]
- public static void AddBoundingBox(BoundingBox box, Color color, float life)
- {
- // Get a DebugShape we can use to draw the box
- DebugShape shape = GetShapeForLines(12, life);
- // Get the corners of the box
- box.GetCorners(corners);
- // Fill in the vertices for the bottom of the box
- shape.Vertices[0] = new VertexPositionColor(corners[0], color);
- shape.Vertices[1] = new VertexPositionColor(corners[1], color);
- shape.Vertices[2] = new VertexPositionColor(corners[1], color);
- shape.Vertices[3] = new VertexPositionColor(corners[2], color);
- shape.Vertices[4] = new VertexPositionColor(corners[2], color);
- shape.Vertices[5] = new VertexPositionColor(corners[3], color);
- shape.Vertices[6] = new VertexPositionColor(corners[3], color);
- shape.Vertices[7] = new VertexPositionColor(corners[0], color);
- // Fill in the vertices for the top of the box
- shape.Vertices[8] = new VertexPositionColor(corners[4], color);
- shape.Vertices[9] = new VertexPositionColor(corners[5], color);
- shape.Vertices[10] = new VertexPositionColor(corners[5], color);
- shape.Vertices[11] = new VertexPositionColor(corners[6], color);
- shape.Vertices[12] = new VertexPositionColor(corners[6], color);
- shape.Vertices[13] = new VertexPositionColor(corners[7], color);
- shape.Vertices[14] = new VertexPositionColor(corners[7], color);
- shape.Vertices[15] = new VertexPositionColor(corners[4], color);
- // Fill in the vertices for the vertical sides of the box
- shape.Vertices[16] = new VertexPositionColor(corners[0], color);
- shape.Vertices[17] = new VertexPositionColor(corners[4], color);
- shape.Vertices[18] = new VertexPositionColor(corners[1], color);
- shape.Vertices[19] = new VertexPositionColor(corners[5], color);
- shape.Vertices[20] = new VertexPositionColor(corners[2], color);
- shape.Vertices[21] = new VertexPositionColor(corners[6], color);
- shape.Vertices[22] = new VertexPositionColor(corners[3], color);
- shape.Vertices[23] = new VertexPositionColor(corners[7], color);
- }
- /// <summary>
- /// Adds a bounding sphere to be rendered for just one frame.
- /// </summary>
- /// <param name="sphere">The bounding sphere to render.</param>
- /// <param name="color">The color in which to draw the bounding sphere.</param>
- [Conditional("DEBUG")]
- public static void AddBoundingSphere(BoundingSphere sphere, Color color)
- {
- AddBoundingSphere(sphere, color, 0f);
- }
- /// <summary>
- /// Adds a bounding sphere to be rendered for a set amount of time.
- /// </summary>
- /// <param name="sphere">The bounding sphere to render.</param>
- /// <param name="color">The color in which to draw the bounding sphere.</param>
- /// <param name="life">The amount of time, in seconds, to keep rendering the bounding sphere.</param>
- [Conditional("DEBUG")]
- public static void AddBoundingSphere(BoundingSphere sphere, Color color, float life)
- {
- // Get a DebugShape we can use to draw the sphere
- DebugShape shape = GetShapeForLines(sphereLineCount, life);
- // Iterate our unit sphere vertices
- for (int i = 0; i < unitSphere.Length; i++)
- {
- // Compute the vertex position by transforming the point by the radius and center of the sphere
- Vector3 vertPos = unitSphere[i] * sphere.Radius + sphere.Center;
- // Add the vertex to the shape
- shape.Vertices[i] = new VertexPositionColor(vertPos, color);
- }
- }
- /// <summary>
- /// Draws the shapes that were added to the renderer and are still alive.
- /// </summary>
- /// <param name="gameTime">The current game timestamp.</param>
- /// <param name="view">The view matrix to use when rendering the shapes.</param>
- /// <param name="projection">The projection matrix to use when rendering the shapes.</param>
- [Conditional("DEBUG")]
- public static void Draw(GameTime gameTime, Matrix view, Matrix projection)
- {
- // Update our effect with the matrices.
- effect.View = view;
- effect.Projection = projection;
- // Calculate the total number of vertices we're going to be rendering.
- int vertexCount = 0;
- foreach (var shape in activeShapes)
- vertexCount += shape.LineCount * 2;
- // If we have some vertices to draw
- if (vertexCount > 0)
- {
- // Make sure our array is large enough
- if (verts.Length < vertexCount)
- {
- // If we have to resize, we make our array twice as large as necessary so
- // we hopefully won't have to resize it for a while.
- verts = new VertexPositionColor[vertexCount * 2];
- }
- // Now go through the shapes again to move the vertices to our array and
- // add up the number of lines to draw.
- int lineCount = 0;
- int vertIndex = 0;
- foreach (DebugShape shape in activeShapes)
- {
- lineCount += shape.LineCount;
- int shapeVerts = shape.LineCount * 2;
- for (int i = 0; i < shapeVerts; i++)
- verts[vertIndex++] = shape.Vertices[i];
- }
- // Start our effect to begin rendering.
- effect.CurrentTechnique.Passes[0].Apply();
- // We draw in a loop because the Reach profile only supports 65,535 primitives. While it's
- // not incredibly likely, if a game tries to render more than 65,535 lines we don't want to
- // crash. We handle this by doing a loop and drawing as many lines as we can at a time, capped
- // at our limit. We then move ahead in our vertex array and draw the next set of lines.
- int vertexOffset = 0;
- while (lineCount > 0)
- {
- // Figure out how many lines we're going to draw
- int linesToDraw = Math.Min(lineCount, 65535);
- // Draw the lines
- graphics.DrawUserPrimitives(PrimitiveType.LineList, verts, vertexOffset, linesToDraw);
- // Move our vertex offset ahead based on the lines we drew
- vertexOffset += linesToDraw * 2;
- // Remove these lines from our total line count
- lineCount -= linesToDraw;
- }
- }
- // Go through our active shapes and retire any shapes that have expired to the
- // cache list.
- bool resort = false;
- for (int i = activeShapes.Count - 1; i >= 0; i--)
- {
- DebugShape s = activeShapes[i];
- s.Lifetime -= (float)gameTime.ElapsedGameTime.TotalSeconds;
- if (s.Lifetime <= 0)
- {
- cachedShapes.Add(s);
- activeShapes.RemoveAt(i);
- resort = true;
- }
- }
- // If we move any shapes around, we need to resort the cached list
- // to ensure that the smallest shapes are first in the list.
- if (resort)
- cachedShapes.Sort(CachedShapesSort);
- }
-
- /// <summary>
- /// Creates the unitSphere array of vertices.
- /// </summary>
- private static void InitializeSphere()
- {
- // We need two vertices per line, so we can allocate our vertices
- unitSphere = new Vector3[sphereLineCount * 2];
- // Compute our step around each circle
- float step = MathHelper.TwoPi / sphereResolution;
- // Used to track the index into our vertex array
- int index = 0;
- // Create the loop on the XY plane first
- for (float a = 0f; a < MathHelper.TwoPi; a += step)
- {
- unitSphere[index++] = new Vector3((float)Math.Cos(a), (float)Math.Sin(a), 0f);
- unitSphere[index++] = new Vector3((float)Math.Cos(a + step), (float)Math.Sin(a + step), 0f);
- }
- // Next on the XZ plane
- for (float a = 0f; a < MathHelper.TwoPi; a += step)
- {
- unitSphere[index++] = new Vector3((float)Math.Cos(a), 0f, (float)Math.Sin(a));
- unitSphere[index++] = new Vector3((float)Math.Cos(a + step), 0f, (float)Math.Sin(a + step));
- }
- // Finally on the YZ plane
- for (float a = 0f; a < MathHelper.TwoPi; a += step)
- {
- unitSphere[index++] = new Vector3(0f, (float)Math.Cos(a), (float)Math.Sin(a));
- unitSphere[index++] = new Vector3(0f, (float)Math.Cos(a + step), (float)Math.Sin(a + step));
- }
- }
- /// <summary>
- /// A method used for sorting our cached shapes based on the size of their vertex arrays.
- /// </summary>
- private static int CachedShapesSort(DebugShape s1, DebugShape s2)
- {
- return s1.Vertices.Length.CompareTo(s2.Vertices.Length);
- }
- /// <summary>
- /// Gets a DebugShape instance for a given line counta and lifespan.
- /// </summary>
- private static DebugShape GetShapeForLines(int lineCount, float life)
- {
- DebugShape shape = null;
- // We go through our cached list trying to find a shape that contains
- // a large enough array to hold our desired line count. If we find such
- // a shape, we move it from our cached list to our active list and break
- // out of the loop.
- int vertCount = lineCount * 2;
- for (int i = 0; i < cachedShapes.Count; i++)
- {
- if (cachedShapes[i].Vertices.Length >= vertCount)
- {
- shape = cachedShapes[i];
- cachedShapes.RemoveAt(i);
- activeShapes.Add(shape);
- break;
- }
- }
- // If we didn't find a shape in our cache, we create a new shape and add it
- // to the active list.
- if (shape == null)
- {
- shape = new DebugShape { Vertices = new VertexPositionColor[vertCount] };
- activeShapes.Add(shape);
- }
- // Set the line count and lifetime of the shape based on our parameters.
- shape.LineCount = lineCount;
- shape.Lifetime = life;
- return shape;
- }
- }
- }
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