extra draw gui

add the extra functions for drawing gui elements
RoundedRectangle:

All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners

Draw thick line:
draws a line thicker than 1 pixel, uses a geometry shader to do this

Draw Circle:
Draws a circle with a border parameter.
This commit is contained in:
marauder2k7 2024-03-06 17:27:18 +00:00
parent 39c2cc09fc
commit c9d70de609
9 changed files with 654 additions and 170 deletions

View file

@ -34,7 +34,7 @@
#include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDebugEvent.h"
#include "materials/shaderData.h"
#include "math/mPolyhedron.impl.h"
@ -45,7 +45,7 @@ GFXDrawUtil::GFXDrawUtil( GFXDevice * d)
mTextAnchorColor.set(0xFF, 0xFF, 0xFF, 0xFF);
mFontRenderBatcher = new FontRenderBatcher();
_setupStateBlocks();
_setupStateBlocks();
}
GFXDrawUtil::~GFXDrawUtil()
@ -90,6 +90,33 @@ void GFXDrawUtil::_setupStateBlocks()
rectFill.setZReadWrite(false);
rectFill.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
mRectFillSB = mDevice->createStateBlock(rectFill);
// Find ShaderData
ShaderData* shaderData;
mRoundRectangleShader = Sim::findObject("RoundedRectangleGUI", shaderData) ? shaderData->getShader() : NULL;
if (!mRoundRectangleShader)
{
Con::errorf("GFXDrawUtil - could not find Rounded Rectangle shader");
}
// Create ShaderConstBuffer and Handles
mRoundRectangleShaderConsts = mRoundRectangleShader->allocConstBuffer();
mCircleShader = Sim::findObject("CircularGUI", shaderData) ? shaderData->getShader() : NULL;
if (!mCircleShader)
{
Con::errorf("GFXDrawUtil - could not find circle shader");
}
// Create ShaderConstBuffer and Handles
mCircleShaderConsts = mCircleShader->allocConstBuffer();
mThickLineShader = Sim::findObject("ThickLineGUI", shaderData) ? shaderData->getShader() : NULL;
if (!mThickLineShader)
{
Con::errorf("GFXDrawUtil - could not find Thick line shader");
}
// Create ShaderConstBuffer and Handles
mThickLineShaderConsts = mThickLineShader->allocConstBuffer();
}
//-----------------------------------------------------------------------------
@ -118,13 +145,13 @@ void GFXDrawUtil::setTextAnchorColor( const ColorI &ancColor )
//-----------------------------------------------------------------------------
// Draw Text
//-----------------------------------------------------------------------------
U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
{
return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot );
}
U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF8 *in_string,
U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF8 *in_string,
const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
{
return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot );
@ -154,7 +181,7 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF8 *in_s
return drawTextN( font, ptDraw, ubuf, n, colorTable, maxColorIndex, rot );
}
U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
U32 n, const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
{
// return on zero length strings
@ -178,11 +205,11 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
S32 ptX = 0;
// Queue everything for render.
// Queue everything for render.
mFontRenderBatcher->init(font, n);
U32 i;
UTF16 c;
UTF16 c;
for (i = 0, c = in_string[i]; i < n && in_string[i]; i++, c = in_string[i])
{
switch(c)
@ -193,25 +220,25 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
case 14:
{
// Color code
if (colorTable)
if (colorTable)
{
static U8 remap[15] =
{
static U8 remap[15] =
{
0x0, // 0 special null terminator
0x0, // 1 ascii start-of-heading??
0x1,
0x2,
0x3,
0x4,
0x5,
0x6,
0x1,
0x2,
0x3,
0x4,
0x5,
0x6,
0x0, // 8 special backspace
0x0, // 9 special tab
0x0, // a special \n
0x7,
0x7,
0x8,
0x0, // a special \r
0x9
0x9
};
U8 remapped = remap[c];
@ -256,7 +283,7 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
}
// Tab character
case dT('\t'):
case dT('\t'):
{
if ( tabci == NULL )
tabci = &(font->getCharInfo( dT(' ') ));
@ -272,7 +299,7 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
// Don't draw invalid characters.
default:
{
if( !font->isValidChar( c ) )
if( !font->isValidChar( c ) )
continue;
}
}
@ -354,7 +381,7 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
{
// Sanity if no texture is specified.
if(!texture)
return;
return;
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile );
verts.lock();
@ -369,13 +396,13 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
F32 screenTop = dstRect.point.y;
F32 screenBottom = (dstRect.point.y + dstRect.extent.y);
if( in_flip & GFXBitmapFlip_X )
if( in_flip & GFXBitmapFlip_X )
{
F32 temp = texLeft;
texLeft = texRight;
texRight = temp;
}
if( in_flip & GFXBitmapFlip_Y )
if( in_flip & GFXBitmapFlip_Y )
{
F32 temp = texTop;
texTop = texBottom;
@ -435,7 +462,7 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
AssertFatal(false, "No GFXDrawUtil state block defined for this filter type!");
mDevice->setStateBlock(mBitmapStretchSB);
break;
}
}
mDevice->setTexture( 0, texture );
mDevice->setupGenericShaders( GFXDevice::GSModColorTexture );
@ -445,7 +472,7 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
//-----------------------------------------------------------------------------
// Draw Rectangle
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
void GFXDrawUtil::drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
{
drawRect( Point2F((F32)upperLeft.x,(F32)upperLeft.y),Point2F((F32)lowerRight.x,(F32)lowerRight.y),color);
}
@ -513,57 +540,94 @@ void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight,
//-----------------------------------------------------------------------------
// Draw Rectangle Fill
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawRectFill( const RectF &rect, const ColorI &color )
void GFXDrawUtil::drawRectFill(const RectF& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRectFill(rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color );
drawRoundedRect(0.0f, rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
{
drawRectFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color);
void GFXDrawUtil::drawRectFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRoundedRect(0.0f, Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRectFill( const RectI &rect, const ColorI &color )
void GFXDrawUtil::drawRectFill(const RectI& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRectFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color );
drawRoundedRect(0.0f, rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color )
void GFXDrawUtil::drawRectFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, const F32& borderSize,const ColorI& borderColor)
{
// draw a rounded rect with 0 radiuse.
drawRoundedRect(0.0f, upperLeft, lowerRight, color, borderSize, borderColor);
}
void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius, const RectI& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRoundedRect(cornerRadius, rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius, const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRoundedRect(cornerRadius, Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius,
const Point2F& upperLeft,
const Point2F& lowerRight,
const ColorI& color,
const F32& borderSize,
const ColorI& borderColor)
{
//
// Convert Box a----------x
// | |
// x----------b
// Into Quad
// v0---------v1
// | a x |
// | |
// | x b |
// v2---------v3
//
// NorthWest and NorthEast facing offset vectors
Point2F nw(-0.5,-0.5); /* \ */
Point2F ne(0.5,-0.5); /* / */
Point2F nw(-0.5, -0.5); /* \ */
Point2F ne(0.5, -0.5); /* / */
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
verts[0].point.set( upperLeft.x+nw.x + ulOffset, upperLeft.y+nw.y + ulOffset, 0.0f );
verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
verts[0].point.set(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
verts[1].point.set(lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set(upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
for (S32 i = 0; i < 4; i++)
verts[i].color = color;
verts.unlock();
mDevice->setVertexBuffer(verts);
mDevice->setStateBlock(mRectFillSB);
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
Point2F topLeftCorner(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset);
Point2F bottomRightCorner(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset);
/*mDevice->setupGenericShaders();*/
GFX->setShader(mRoundRectangleShader);
GFX->setShaderConstBuffer(mRoundRectangleShaderConsts);
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
Point2F size((F32)(bottomRightCorner.x - topLeftCorner.x), (F32)(bottomRightCorner.y - topLeftCorner.y));
F32 minExtent = mMin(size.x, size.y);
F32 radius = cornerRadius;
if ((minExtent * 0.5) < radius)
{
radius = mClampF(radius, 0.0f, (minExtent * 0.5));
}
mRoundRectangleShaderConsts->set(mRoundRectangleShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$radius"), radius);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$sizeUni"), size);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$borderSize"), borderSize);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$borderCol"), borderColor);
Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$rectCenter"), rectCenter);
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
}
void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle )
@ -608,7 +672,73 @@ void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinA
}
//-----------------------------------------------------------------------------
// Draw Line
// Draw Circle : FILL
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawCircleFill(const RectI& rect, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
{
drawCircleFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, radius, borderSize, borderColor);
}
void GFXDrawUtil::drawCircleFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
{
drawCircleFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, radius, borderSize, borderColor);
}
void GFXDrawUtil::drawCircleFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
{
// NorthWest and NorthEast facing offset vectors
Point2F nw(-0.5, -0.5); /* \ */
Point2F ne(0.5, -0.5); /* / */
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
verts[0].point.set(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
verts[1].point.set(lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set(upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
for (S32 i = 0; i < 4; i++)
verts[i].color = color;
verts.unlock();
mDevice->setVertexBuffer(verts);
mDevice->setStateBlock(mRectFillSB);
Point2F topLeftCorner(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset);
Point2F bottomRightCorner(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset);
/*mDevice->setupGenericShaders();*/
GFX->setShader(mCircleShader);
GFX->setShaderConstBuffer(mCircleShaderConsts);
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
Point2F size((F32)(bottomRightCorner.x - topLeftCorner.x), (F32)(bottomRightCorner.y - topLeftCorner.y));
Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$rectCenter"), rectCenter);
F32 minExtent = mMin(size.x, size.y);
F32 shaderRadius = radius;
if ((minExtent * 0.5) < shaderRadius)
{
shaderRadius = mClampF(radius, 0.0f, (minExtent * 0.5));
}
mCircleShaderConsts->set(mCircleShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$radius"), shaderRadius);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$sizeUni"), size);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$borderSize"), borderSize);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$borderCol"), borderColor);
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
}
//-----------------------------------------------------------------------------
// Draw Lines : Single Pixel
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color )
{
@ -648,6 +778,55 @@ void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, cons
mDevice->drawPrimitive( GFXLineList, 0, 1 );
}
//-----------------------------------------------------------------------------
// Draw Lines : Thick
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawThickLine(const Point2I& startPt, const Point2I& endPt, const ColorI& color, const F32& thickness)
{
drawThickLine(startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color, thickness);
}
void GFXDrawUtil::drawThickLine(const Point2F& startPt, const Point2F& endPt, const ColorI& color, const F32& thickness)
{
drawThickLine(startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color, thickness);
}
void GFXDrawUtil::drawThickLine(F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI& color, const F32& thickness)
{
// less than 2 just draw an ordinary line... why you ever here....
if (thickness < 2.0f)
{
drawLine(x1, y1, z1, x2, y2, z2, color);
return;
}
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 2, GFXBufferTypeVolatile);
verts.lock();
verts[0].point.set(x1, y1, z1);
verts[1].point.set(x2, y2, z2);
verts[0].color = color;
verts[1].color = color;
verts.unlock();
mDevice->setVertexBuffer(verts);
mDevice->setStateBlock(mRectFillSB);
GFX->setShader(mThickLineShader);
GFX->setShaderConstBuffer(mThickLineShaderConsts);
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
mThickLineShaderConsts->set(mThickLineShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
mThickLineShaderConsts->setSafe(mThickLineShader->getShaderConstHandle("$thickness"), thickness);
const Point2I& resolution = GFX->getActiveRenderTarget()->getSize();
Point2F TargetSize(1.0 / (F32)resolution.x, 1.0 / (F32)resolution.y);
mThickLineShaderConsts->setSafe(mThickLineShader->getShaderConstHandle("$oneOverViewport"), TargetSize);
mDevice->drawPrimitive(GFXLineList, 0, 1);
}
//-----------------------------------------------------------------------------
// 3D World Draw Misc
//-----------------------------------------------------------------------------
@ -713,13 +892,13 @@ void GFXDrawUtil::drawSphere( const GFXStateBlockDesc &desc, F32 radius, const P
//-----------------------------------------------------------------------------
static const Point3F cubePoints[8] =
static const Point3F cubePoints[8] =
{
Point3F(-1, -1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, -1), Point3F(-1, 1, 1),
Point3F( 1, -1, -1), Point3F( 1, -1, 1), Point3F( 1, 1, -1), Point3F( 1, 1, 1)
};
static const U32 cubeFaces[6][4] =
static const U32 cubeFaces[6][4] =
{
{ 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 },
{ 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 }
@ -812,7 +991,7 @@ void GFXDrawUtil::drawPolygon( const GFXStateBlockDesc& desc, const Point3F* poi
for( U32 i = 0; i < numPoints; ++ i )
xfm->mulP( verts[ i ].point );
}
if( isWireframe )
{
verts[ numVerts - 1 ].point = verts[ 0 ].point;
@ -899,7 +1078,7 @@ void GFXDrawUtil::_drawSolidCube( const GFXStateBlockDesc &desc, const Point3F &
for(S32 i = 0; i < 6; i++)
{
idx = cubeFaces[i][0];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
@ -1113,10 +1292,10 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
cubePts[i] = cubePoints[i]/2;
}
// 8 corner points of the box
// 8 corner points of the box
for ( U32 i = 0; i < 8; i++ )
{
//const Point3F &start = cubePoints[i];
//const Point3F &start = cubePoints[i];
// 3 lines per corner point
for ( U32 j = 0; j < 3; j++ )
@ -1128,7 +1307,7 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
scaledObjMat.mulP(start);
PrimBuild::vertex3fv(start);
scaledObjMat.mulP(end);
PrimBuild::vertex3fv(end);
PrimBuild::vertex3fv(end);
}
}
@ -1164,10 +1343,10 @@ void GFXDrawUtil::drawCapsule( const GFXStateBlockDesc &desc, const Point3F &cen
}
void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3F &center, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
{
{
MatrixF mat;
if ( xfm )
mat = *xfm;
mat = *xfm;
else
mat = MatrixF::Identity;
@ -1176,7 +1355,7 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
verts.lock();
for (S32 i=0; i<numPoints + 1; i++)
{
S32 imod = i % numPoints;
S32 imod = i % numPoints;
verts[2 * i].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, height/2 );
verts[2 * i].color = color;
verts[2 * i + 1].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height/2 );
@ -1208,7 +1387,7 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
if ( xfm )
sphereMat = *xfm;
else
sphereMat = MatrixF::Identity;
sphereMat = MatrixF::Identity;
sphereCenter.set( 0, 0, 0.5f * height );
mat.mulV( sphereCenter );
@ -1284,12 +1463,12 @@ void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F
}
void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
{
{
VectorF uvec = tipPnt - basePnt;
F32 height = uvec.len();
uvec.normalize();
MatrixF mat( true );
MathUtils::getMatrixFromUpVector( uvec, &mat );
MathUtils::getMatrixFromUpVector( uvec, &mat );
mat.setPosition(basePnt);
Point3F scale( baseRadius, baseRadius, height );
@ -1359,7 +1538,7 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
F32 height = uvec.len();
uvec.normalize();
MatrixF mat( true );
MathUtils::getMatrixFromUpVector( uvec, &mat );
MathUtils::getMatrixFromUpVector( uvec, &mat );
mat.setPosition(basePnt);
Point3F scale( radius, radius, height * 2 );
@ -1425,14 +1604,14 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
}
void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color, F32 baseRad )
{
{
GFXTransformSaver saver;
// Direction and length of the arrow.
VectorF dir = end - start;
F32 len = dir.len();
dir.normalize();
len *= 0.2f;
dir.normalize();
len *= 0.2f;
// Base of the cone will be a distance back from the end of the arrow
// proportional to the total distance of the arrow... 0.3f looks about right.
@ -1464,11 +1643,11 @@ void GFXDrawUtil::drawFrustum( const Frustum &f, const ColorI &color )
// Draw near and far planes.
for (U32 offset = 0; offset < 8; offset+=4)
{
{
drawLine(points[offset+0], points[offset+1], color);
drawLine(points[offset+2], points[offset+3], color);
drawLine(points[offset+0], points[offset+2], color);
drawLine(points[offset+1], points[offset+3], color);
drawLine(points[offset+1], points[offset+3], color);
}
// connect the near and far planes
@ -1512,13 +1691,13 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
U32 vSteps = 0;
if( step.y > 0 )
vSteps = size.y / step.y + 0.5 + 1;
if( uSteps <= 1 || vSteps <= 1 )
return;
const U32 numVertices = uSteps * 2 + vSteps * 2;
const U32 numLines = uSteps + vSteps;
Point3F origin;
switch( plane )
{
@ -1552,14 +1731,14 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
verts[vertCount].point = Point3F( start + step.x * i, origin.y + size.y, origin.z );
else
verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z + size.y );
verts[vertCount].color = color;
++vertCount;
}
}
if( plane == PlaneXY || plane == PlaneYZ )
{
{
U32 num;
F32 stp;
if( plane == PlaneXY )
@ -1574,7 +1753,7 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
}
F32 start = mFloor( origin.y / stp + 0.5f ) * stp;
for ( U32 i = 0; i < num; i++ )
{
verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z );
@ -1585,7 +1764,7 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
verts[vertCount].point = Point3F( origin.x + size.x, start + stp * i, origin.z );
else
verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z + size.x );
verts[vertCount].color = color;
++vertCount;
}
@ -1604,7 +1783,7 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
verts[vertCount].point = Point3F( origin.x + size.x, origin.y, start + step.y * i );
else
verts[vertCount].point = Point3F( origin.x, origin.y + size.x, start + step.y * i );
verts[vertCount].color = color;
++vertCount;
}
@ -1629,7 +1808,7 @@ void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &m
GFXVertexBufferHandle<GFXVertexPCT> verts( mDevice, 6, GFXBufferTypeVolatile );
verts.lock();
const static ColorI defColors[3] =
const static ColorI defColors[3] =
{
ColorI::RED,
ColorI::GREEN,
@ -1655,7 +1834,7 @@ void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &m
{
verts[1].point *= *scale;
verts[3].point *= *scale;
verts[5].point *= *scale;
verts[5].point *= *scale;
}
verts.unlock();