Torque3D/Engine/source/navigation/duDebugDrawTorque.h
marauder2k7 26ebdd093b test commit to fix debug draw
pass all draws through duDebugDraw instead of calling our class directly.
2025-07-20 16:10:27 +01:00

118 lines
4.1 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _DU_DEBUG_DRAW_TORQUE_H_
#define _DU_DEBUG_DRAW_TORQUE_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#include <DebugDraw.h>
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _GFXVERTEXTYPES_H_
#include "gfx/gfxVertexTypes.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
/**
* @class duDebugDrawTorque
* @brief Implements the duDebugDraw interface in Torque.
*
* Every debug draw from recast goes through a process of begin, add vertex and then end
* just like our primbuilder class, but we need to catch these vertices
* and add them to a GFXVertexBuffer as recast supports GL_QUADS which is now
* deprecated.
*/
class duDebugDrawTorque : public duDebugDraw {
public:
duDebugDrawTorque();
~duDebugDrawTorque();
/// Enable/disable Z read.
void depthMask(bool state) override;
/// 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 begin(duDebugDrawPrimitives prim, float size = 1.0f) override;
/// Submit a vertex
/// @param pos [in] position of the verts.
/// @param color [in] color of the verts.
void vertex(const float* pos, unsigned int color) override;
/// Submit a vertex
/// @param x,y,z [in] position of the verts.
/// @param color [in] color of the verts.
void vertex(const float x, const float y, const float z, unsigned int color) override;
/// Submit a vertex
/// @param pos [in] position of the verts.
/// @param color [in] color of the verts.
/// @param uv [in] the uv coordinates.
void vertex(const float* pos, unsigned int color, const float* uv) override;
/// Submit a vertex
/// @param x,y,z [in] position of the verts.
/// @param color [in] color of the verts.
/// @param u [in] the u coordinate.
/// @param v [in] the v coordinate.
void vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v) override;
/// Set a texture
/// @param state, use a texture in this draw, usually a checker texture.
void texture(bool state) override;
/// <summary>
/// Assigns a colour to an area type.
/// </summary>
/// <param name="area">The area type.</param>
/// <returns>The colour in recast format for the area.</returns>
unsigned int areaToCol(unsigned int area) override;
/// End drawing primitives.
void end() override;
private:
GFXStateBlockDesc mDesc;
Vector<GFXVertexPCT> mVertList; // Our vertex list for setting up vertexBuffer in the End function.
GFXVertexBufferHandle<GFXVertexPCT> mVertexBuffer; // our vertex buffer for drawing.
U32 mPrimType;
bool mQuadsMode;
U32 mVertCount;
F32 mStore[3][3];
void _vertex(const float x, const float y, const float z, unsigned int color);
};
#endif