//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "torqueRecast.h" #include "duDebugDrawTorque.h" #include "gfx/gfxDevice.h" #include "gfx/primBuilder.h" #include "gfx/gfxStateBlock.h" /// @class duDebugDrawTorque /// This class uses the primitive builder (gfx/primBuild.h) to render navmeshes /// and other Recast data. To facilitate the primbuilder's requirement to know /// the number of vertices to render beforehand, this class stores all vertices /// in a buffer of its own, then passes on that known-size buffer. /// This means that you only need to call the duDebugDraw functions when your /// data changes. At other times, you can cache the duDebugDrawTorque object /// and call its render() method, which actually renders its buffered data. duDebugDrawTorque::duDebugDrawTorque() { VECTOR_SET_ASSOCIATION(mVertList); mPrimType = 0; mQuadsMode = false; mVertCount = 0; dMemset(&mStore, 0, sizeof(mStore)); } duDebugDrawTorque::~duDebugDrawTorque() { } void duDebugDrawTorque::depthMask(bool state) { mDesc.setZReadWrite(state, state); } void duDebugDrawTorque::texture(bool state) { // need a checker texture?...... if(state is true) then set first slot to that texture. } unsigned int duDebugDrawTorque::areaToCol(unsigned int area) { switch (area) { // Ground (0) : light blue case GroundArea: return duRGBA(0, 192, 255, 255); // Water : blue case WaterArea: return duRGBA(0, 0, 255, 255); // Road : brown case OffMeshArea: return duRGBA(50, 20, 12, 255); // Unexpected : red default: return duRGBA(255, 0, 0, 255); } } /// Begin drawing primitives. /// @param prim [in] primitive type to draw, one of rcDebugDrawPrimitives. /// @param size [in] size of a primitive, applies to point size and line width only. void duDebugDrawTorque::begin(duDebugDrawPrimitives prim, float size) { if (!mVertList.empty()) mVertList.clear(); mQuadsMode = false; mVertCount = 0; mPrimType = 0; switch (prim) { case DU_DRAW_POINTS: mPrimType = GFXPointList; break; case DU_DRAW_LINES: mPrimType = GFXLineList; break; case DU_DRAW_TRIS: mPrimType = GFXTriangleList; break; case DU_DRAW_QUADS: mPrimType = GFXTriangleList; mQuadsMode = true; break; } mDesc.setCullMode(GFXCullNone); mDesc.setBlend(true); } /// Submit a vertex /// @param pos [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float* pos, unsigned int color) { vertex(pos[0], pos[1], pos[2], color); } /// Submit a vertex /// @param x,y,z [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color) { _vertex(x, -z, y, color); } /// Submit a vertex /// @param pos [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float* pos, unsigned int color, const float* uv) { vertex(pos[0], pos[1], pos[2], color); } /// Submit a vertex /// @param x,y,z [in] position of the verts. /// @param color [in] color of the verts. void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v) { vertex(x, y, z, color); } /// Push a vertex onto the buffer. void duDebugDrawTorque::_vertex(const float x, const float y, const float z, unsigned int color) { GFXVertexPCT vert; vert.point.set(x, y, z); U8 r, g, b, a; // Convert color integer to components. rcCol(color, r, g, b, a); vert.color.set(r, g, b, a); mVertList.push_back(vert); } /// End drawing primitives. void duDebugDrawTorque::end() { if (mVertList.empty()) return; const U32 maxVertsPerDraw = GFX_MAX_DYNAMIC_VERTS; U32 totalVerts = mVertList.size(); U32 stride = 1; U32 stripStart = 0; switch (mPrimType) { case GFXLineList: stride = 2; break; case GFXTriangleList: stride = 3; break; case GFXLineStrip: stripStart = 1; stride = 1; break; case GFXTriangleStrip:stripStart = 2; stride = 1; break; default: stride = 1; break; } GFX->setPrimitiveBuffer(NULL); GFX->setStateBlockByDesc(mDesc); GFX->setupGenericShaders(GFXDevice::GSColor); for (U32 i = 0; i < totalVerts; i += maxVertsPerDraw) { U32 batchSize = getMin(maxVertsPerDraw, totalVerts - i); mVertexBuffer.set(GFX, batchSize, GFXBufferTypeDynamic); GFXVertexPCT* verts = mVertexBuffer.lock(); if (verts) dMemcpy(verts, &mVertList[i], sizeof(GFXVertexPCT) * batchSize); mVertexBuffer.unlock(); GFX->setVertexBuffer(mVertexBuffer); U32 numPrims = (batchSize / stride) - stripStart; GFX->drawPrimitive((GFXPrimitiveType)mPrimType, 0, numPrims); } mVertList.clear(); }