Torque3D/Engine/source/gfx/sim/debugDraw.h

212 lines
7.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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.
//-----------------------------------------------------------------------------
#ifndef _DEBUGDRAW_H_
#define _DEBUGDRAW_H_
#ifndef _SIMOBJECT_H_
#include "console/simObject.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _PRIMBUILDER_H_
#include "gfx/primBuilder.h"
#endif
#ifndef _GFONT_H_
#include "gfx/gFont.h"
#endif
#ifndef _DATACHUNKER_H_
#include "core/dataChunker.h"
#endif
#ifndef _MPOLYHEDRON_H_
#include "math/mPolyhedron.h"
#endif
class GFont;
// We enable the debug drawer for non-shipping
// builds.... you better be using shipping builds
// for your final release.
#ifndef TORQUE_SHIPPING
#define ENABLE_DEBUGDRAW
#endif
/// Debug output class.
///
/// This class provides you with a flexible means of drawing debug output. It is
/// often useful when debugging collision code or complex 3d algorithms to have
/// them draw debug information, like culling hulls or bounding volumes, normals,
/// simple lines, and so forth. In TGE1.2, which was based directly on a simple
/// OpenGL rendering layer, it was a simple matter to do debug rendering directly
/// inline.
///
/// Unfortunately, this doesn't hold true with more complex rendering scenarios,
/// where render modes and targets may be in abritrary states. In addition, it is
/// often useful to be able to freeze frame debug information for closer inspection.
///
/// Therefore, Torque provides a global DebugDrawer instance, called gDebugDraw, which
/// you can use to draw debug information. It exposes a number of methods for drawing
/// a variety of debug primitives, including lines, triangles and boxes.
/// Internally, DebugDrawer maintains a list of active debug primitives, and draws the
/// contents of the list after each frame is done rendering. This way, you can be
/// assured that your debug rendering won't interfere with TSE's various effect
/// rendering passes or render-to-target calls.
///
/// The DebugDrawer can also be used for more interesting uses, like freezing its
/// primitive list so you can look at a situation more closely, or dumping the
/// primitive list to disk for closer analysis.
///
/// DebugDrawer is accessible by script under the name DebugDrawer, and by C++ under
/// the symbol gDebugDraw. There are a variety of methods available for drawing
/// different sorts of output; see the class reference for more information.
///
/// DebugDrawer works solely in worldspace. Primitives are rendered with cull mode of
/// none.
///
class DebugDrawer : public SimObject
{
public:
DECLARE_CONOBJECT(DebugDrawer);
DebugDrawer();
~DebugDrawer();
static DebugDrawer* get();
/// Called at engine init to set up the global debug draw object.
static void init();
/// Called globally to render debug draw state. Also does state updates.
void render(bool clear=true);
bool willDraw() { return isDrawing && mHead; }
void toggleFreeze() { shouldToggleFreeze = true; };
void toggleDrawing()
{
#ifdef ENABLE_DEBUGDRAW
isDrawing = !isDrawing;
#endif
};
/// @name ddrawmeth Debug Draw Methods
///
/// @{
void drawBoxOutline(const Point3F &a, const Point3F &b, const LinearColorF &color = LinearColorF(1.0f, 1.0f, 1.0f));
void drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const LinearColorF &color, const MatrixF& transform);
void drawBox(const Point3F &a, const Point3F &b, const LinearColorF &color = LinearColorF(1.0f,1.0f,1.0f));
void drawLine(const Point3F &a, const Point3F &b, const LinearColorF &color = LinearColorF(1.0f,1.0f,1.0f));
void drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const LinearColorF &color = LinearColorF(1.0f,1.0f,1.0f));
void drawText(const Point3F& pos, const String& text, const LinearColorF &color = LinearColorF(1.0f,1.0f,1.0f));
void drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const LinearColorF &color = LinearColorF(1.0f, 1.0f, 1.0f));
void drawDirectionLine(const Point3F &a, const Point3F &b, const LinearColorF &color = LinearColorF(1.0f, 1.0f, 1.0f));
void drawOutlinedText(const Point3F& pos, const String& text, const LinearColorF &color = LinearColorF(1.0f, 1.0f, 1.0f), const LinearColorF &colorOutline = LinearColorF(0.0f, 0.0f, 0.0f));
/// Render a wireframe view of the given polyhedron.
void drawPolyhedron( const AnyPolyhedron& polyhedron, const LinearColorF& color = LinearColorF( 1.f, 1.f, 1.f ) );
/// Render the plane indices, edge indices, edge direction indicators, and point coordinates
/// of the given polyhedron for debugging.
///
/// Green lines are plane normals. Red lines point from edge midpoints along the edge direction (i.e. to the
/// second vertex). This shows if the orientation is correct to yield CW ordering for face[0]. Indices and
/// coordinates of vertices are shown in white. Plane indices are rendered in black. Edge indices and their
/// plane indices are rendered in white.
void drawPolyhedronDebugInfo( const AnyPolyhedron& polyhedron, const MatrixF& transform, const Point3F& scale );
/// Set the TTL for the last item we entered...
///
/// Primitives default to lasting one frame (ie, ttl=0)
enum : U32
{
DD_INFINITE = U32_MAX
};
// How long should this primitive be draw for, 0 = one frame, DD_INFINITE = draw forever
void setLastTTL(U32 ms);
/// Disable/enable z testing on the last primitive.
///
/// Primitives default to z testing on.
void setLastZTest(bool enabled);
/// @}
private:
typedef SimObject Parent;
static DebugDrawer* sgDebugDrawer;
struct DebugPrim
{
/// Color used for this primitive.
LinearColorF color;
LinearColorF color2;
/// Points used to store positional data. Exact semantics determined by type.
Point3F a, b, c;
enum {
Tri,
Box,
Line,
Text,
DirectionLine,
OutlinedText,
Capsule,
} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
SimTime dieTime; ///< Time at which we should remove this from the list.
bool useZ; ///< If true, do z-checks for this primitive.
char mText[256]; // Text to display
DebugPrim *next;
};
FreeListChunker<DebugPrim> mPrimChunker;
DebugPrim *mHead;
bool isFrozen;
bool shouldToggleFreeze;
bool isDrawing;
GFXStateBlockRef mRenderZOffSB;
GFXStateBlockRef mRenderZOnSB;
GFXStateBlockRef mRenderAlpha;
Resource<GFont> mFont;
void setupStateBlocks();
};
#endif // _DEBUGDRAW_H_