Torque3D/Engine/source/gfx/gfxDrawUtil.cpp
marauder2k7 d9c4269d8b bug fix
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.

few other minor additions and fixes.
2024-03-07 17:22:48 +00:00

1853 lines
62 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/gfxDrawUtil.h"
#include "core/frameAllocator.h"
#include "core/strings/stringFunctions.h"
#include "core/strings/unicode.h"
#include "math/util/frustum.h"
#include "math/util/sphereMesh.h"
#include "math/mathUtils.h"
#include "gfx/gfxFontRenderBatcher.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDebugEvent.h"
#include "materials/shaderData.h"
#include "math/mPolyhedron.impl.h"
GFXDrawUtil::GFXDrawUtil( GFXDevice * d)
{
mDevice = d;
mBitmapModulation.set(0xFF, 0xFF, 0xFF, 0xFF);
mTextAnchorColor.set(0xFF, 0xFF, 0xFF, 0xFF);
mFontRenderBatcher = new FontRenderBatcher();
_setupStateBlocks();
}
GFXDrawUtil::~GFXDrawUtil()
{
delete mFontRenderBatcher;
}
void GFXDrawUtil::_setupStateBlocks()
{
// DrawBitmapStretchSR
GFXStateBlockDesc bitmapStretchSR;
bitmapStretchSR.setCullMode(GFXCullNone);
bitmapStretchSR.setZReadWrite(false);
bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
bitmapStretchSR.samplersDefined = true;
bitmapStretchSR.setColorWrites(true, true, true, false); // NOTE: comment this out if alpha write is needed
// Linear: Create wrap SB
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getWrapLinear();
mBitmapStretchWrapLinearSB = mDevice->createStateBlock(bitmapStretchSR);
// Linear: Create clamp SB
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
mBitmapStretchLinearSB = mDevice->createStateBlock(bitmapStretchSR);
// Point:
bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
// Point: Create clamp SB, last created clamped so no work required here
mBitmapStretchSB = mDevice->createStateBlock(bitmapStretchSR);
// Point: Create wrap SB, have to do this manually because getWrapLinear doesn't
bitmapStretchSR.samplers[0].addressModeU = GFXAddressWrap;
bitmapStretchSR.samplers[0].addressModeV = GFXAddressWrap;
bitmapStretchSR.samplers[0].addressModeW = GFXAddressWrap;
mBitmapStretchWrapSB = mDevice->createStateBlock(bitmapStretchSR);
GFXStateBlockDesc rectFill;
rectFill.setCullMode(GFXCullNone);
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();
}
//-----------------------------------------------------------------------------
// Color Modulation
//-----------------------------------------------------------------------------
void GFXDrawUtil::setBitmapModulation( const ColorI &modColor )
{
mBitmapModulation = modColor;
}
void GFXDrawUtil::clearBitmapModulation()
{
mBitmapModulation.set( 255, 255, 255, 255 );
}
void GFXDrawUtil::getBitmapModulation( ColorI *color )
{
mBitmapModulation.getColor( color );
}
void GFXDrawUtil::setTextAnchorColor( const ColorI &ancColor )
{
mTextAnchorColor = ancColor;
}
//-----------------------------------------------------------------------------
// Draw Text
//-----------------------------------------------------------------------------
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,
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 Point2F &ptDraw, const UTF8 *in_string, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
{
return drawText(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,colorTable,maxColorIndex,rot);
}
U32 GFXDrawUtil::drawText( GFont *font, const Point2F &ptDraw, const UTF16 *in_string, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
{
return drawText(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,colorTable,maxColorIndex,rot);
}
U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF8 *in_string, U32 n,
const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
{
// return on zero length strings
if( n == 0 )
return ptDraw.x;
// Convert to UTF16 temporarily.
FrameTemp<UTF16> ubuf( n + 1 ); // (n+1) to add space for null terminator
convertUTF8toUTF16N(in_string, ubuf, n + 1);
return drawTextN( font, ptDraw, ubuf, n, colorTable, maxColorIndex, rot );
}
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
if( n == 0 )
return ptDraw.x;
// If it's over about 4000 verts we want to break it up
if( n > 666 )
{
U32 left = drawTextN(font, ptDraw, in_string, 666, colorTable, maxColorIndex, rot);
Point2I newDrawPt(left, ptDraw.y);
const UTF16* str = (const UTF16*)in_string;
return drawTextN(font, newDrawPt, &(str[666]), n - 666, colorTable, maxColorIndex, rot);
}
PROFILE_START(GFXDevice_drawTextN);
const PlatformFont::CharInfo *tabci = NULL;
S32 ptX = 0;
// Queue everything for render.
mFontRenderBatcher->init(font, n);
U32 i;
UTF16 c;
for (i = 0, c = in_string[i]; i < n && in_string[i]; i++, c = in_string[i])
{
switch(c)
{
// We have to do a little dance here since \t = 0x9, \n = 0xa, and \r = 0xd
case 1: case 2: case 3: case 4: case 5: case 6: case 7:
case 11: case 12:
case 14:
{
// Color code
if (colorTable)
{
static U8 remap[15] =
{
0x0, // 0 special null terminator
0x0, // 1 ascii start-of-heading??
0x1,
0x2,
0x3,
0x4,
0x5,
0x6,
0x0, // 8 special backspace
0x0, // 9 special tab
0x0, // a special \n
0x7,
0x8,
0x0, // a special \r
0x9
};
U8 remapped = remap[c];
// Ignore if the color is greater than the specified max index:
if ( remapped <= maxColorIndex )
{
const ColorI &clr = colorTable[remapped];
mBitmapModulation = clr;
}
}
// And skip rendering this character.
continue;
}
// reset color?
case 15:
{
mBitmapModulation = mTextAnchorColor;
// And skip rendering this character.
continue;
}
// push color:
case 16:
{
mTextAnchorColor = mBitmapModulation;
// And skip rendering this character.
continue;
}
// pop color:
case 17:
{
mBitmapModulation = mTextAnchorColor;
// And skip rendering this character.
continue;
}
// Tab character
case dT('\t'):
{
if ( tabci == NULL )
tabci = &(font->getCharInfo( dT(' ') ));
const U32 fontTabIncrement = tabci->xIncrement * GFont::TabWidthInSpaces;
ptX += fontTabIncrement;
// And skip rendering this character.
continue;
}
// Don't draw invalid characters.
default:
{
if( !font->isValidChar( c ) )
continue;
}
}
// Queue char for rendering..
GFXVertexColor color = mBitmapModulation;
mFontRenderBatcher->queueChar(c, ptX, color);
}
mFontRenderBatcher->render(rot, Point2F((F32)ptDraw.x, (F32)ptDraw.y));
PROFILE_END();
return ptX + ptDraw.x;
}
U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF8 *in_string, U32 n, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
{
return drawTextN(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,n,colorTable,maxColorIndex,rot);
}
U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF16 *in_string, U32 n, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
{
return drawTextN(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,n,colorTable,maxColorIndex,rot);
}
//-----------------------------------------------------------------------------
// Draw Bitmaps
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawBitmap( GFXTextureObject* texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
{
drawBitmap(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),in_flip,filter,in_wrap, angle);
}
void GFXDrawUtil::drawBitmapStretch( GFXTextureObject* texture, const RectI &dstRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
{
drawBitmapStretch(texture,RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y),in_flip,filter,in_wrap, angle);
}
void GFXDrawUtil::drawBitmapSR( GFXTextureObject* texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
{
drawBitmapSR(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y),in_flip,filter,in_wrap, angle);
}
void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject *texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
{
RectF dstRectF = RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y);
RectF srcRectF = RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y);
drawBitmapStretchSR(texture,dstRectF,srcRectF,in_flip,filter,in_wrap, angle);
}
void GFXDrawUtil::drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
{
AssertFatal( texture != 0, "No texture specified for drawBitmap()" );
RectI subRegion( 0, 0, texture->mBitmapSize.x, texture->mBitmapSize.y );
RectI stretch( in_rAt.x, in_rAt.y, texture->mBitmapSize.x, texture->mBitmapSize.y );
drawBitmapStretchSR( texture, stretch, subRegion, in_flip, filter, in_wrap, angle);
}
void GFXDrawUtil::drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
{
AssertFatal( texture != 0, "No texture specified for drawBitmapStretch()" );
RectF subRegion( 0.f, 0.f, (F32)texture->mBitmapSize.x, (F32)texture->mBitmapSize.y );
drawBitmapStretchSR( texture, dstRect, subRegion, in_flip, filter, in_wrap, angle);
}
void GFXDrawUtil::drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
{
AssertFatal( texture != 0, "No texture specified for drawBitmapSR()" );
RectF stretch( in_rAt.x, in_rAt.y, srcRect.len_x(), srcRect.len_y() );
drawBitmapStretchSR( texture, stretch, srcRect, in_flip, filter, in_wrap, angle);
}
void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
{
// Sanity if no texture is specified.
if(!texture)
return;
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile );
verts.lock();
F32 texLeft = (srcRect.point.x) / (texture->mTextureSize.x);
F32 texRight = (srcRect.point.x + srcRect.extent.x) / (texture->mTextureSize.x);
F32 texTop = (srcRect.point.y) / (texture->mTextureSize.y);
F32 texBottom = (srcRect.point.y + srcRect.extent.y) / (texture->mTextureSize.y);
F32 screenLeft = dstRect.point.x;
F32 screenRight = (dstRect.point.x + dstRect.extent.x);
F32 screenTop = dstRect.point.y;
F32 screenBottom = (dstRect.point.y + dstRect.extent.y);
if( in_flip & GFXBitmapFlip_X )
{
F32 temp = texLeft;
texLeft = texRight;
texRight = temp;
}
if( in_flip & GFXBitmapFlip_Y )
{
F32 temp = texTop;
texTop = texBottom;
texBottom = temp;
}
const F32 fillConv = mDevice->getFillConventionOffset();
verts[0].point.set( screenLeft - fillConv, screenTop - fillConv, 0.f );
verts[1].point.set( screenRight - fillConv, screenTop - fillConv, 0.f );
verts[2].point.set( screenLeft - fillConv, screenBottom - fillConv, 0.f );
verts[3].point.set( screenRight - fillConv, screenBottom - fillConv, 0.f );
verts[0].color = verts[1].color = verts[2].color = verts[3].color = mBitmapModulation;
verts[0].texCoord.set( texLeft, texTop );
verts[1].texCoord.set( texRight, texTop );
verts[2].texCoord.set( texLeft, texBottom );
verts[3].texCoord.set( texRight, texBottom );
if (angle != 0.0f)
{
U32 i = 0;
Point3F points[4];
points[0] = Point3F(-dstRect.extent.x / 2.0f, -dstRect.extent.y / 2.0f, 0.0);
points[1] = Point3F(dstRect.extent.x / 2.0f, -dstRect.extent.y / 2.0f, 0.0);
points[2] = Point3F(-dstRect.extent.x / 2.0f, dstRect.extent.y / 2.0f, 0.0);
points[3] = Point3F(dstRect.extent.x / 2.0f, dstRect.extent.y / 2.0f, 0.0);
//calc center by taking position+extent/2
Point3F offset(dstRect.point.x + dstRect.extent.x / 2.0f,
dstRect.point.y + dstRect.extent.y / 2.0f, 0.0);
//rotate points by mulitplying by a rotation matrix
MatrixF rotMatrix(EulerF(0.0, 0.0, mDegToRad(angle)));
for (i = 0; i < 4; i++)
{
rotMatrix.mulP(points[i]);
points[i] += offset;
verts[i].point = points[i];
}
}
verts.unlock();
mDevice->setVertexBuffer( verts );
switch (filter)
{
case GFXTextureFilterPoint :
mDevice->setStateBlock(in_wrap ? mBitmapStretchWrapSB : mBitmapStretchSB);
break;
case GFXTextureFilterLinear :
mDevice->setStateBlock(in_wrap ? mBitmapStretchWrapLinearSB : mBitmapStretchLinearSB);
break;
default:
AssertFatal(false, "No GFXDrawUtil state block defined for this filter type!");
mDevice->setStateBlock(mBitmapStretchSB);
break;
}
mDevice->setTexture( 0, texture );
mDevice->setupGenericShaders( GFXDevice::GSModColorTexture );
mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
}
//-----------------------------------------------------------------------------
// Draw Rectangle
//-----------------------------------------------------------------------------
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);
}
void GFXDrawUtil::drawRect( const RectI &rect, const ColorI &color )
{
drawRect( rect.point, Point2I(rect.point.x + rect.extent.x - 1, rect.point.y + rect.extent.y - 1), color );
}
void GFXDrawUtil::drawRect( const RectF &rect, const ColorI &color )
{
drawRect( rect.point, Point2F(rect.point.x + rect.extent.x - 1, rect.point.y + rect.extent.y - 1), color );
}
void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color )
{
//
// Convert Box a----------x
// | |
// x----------b
//
// Into Triangle-Strip Outline
// v0-----------v2
// | a x |
// | v1-----v3 |
// | | | |
// | v7-----v5 |
// | x b |
// v6-----------v4
//
// NorthWest and NorthEast facing offset vectors
// These adjust the thickness of the line, it'd be neat if one day
// they were passed in as arguments.
Point2F nw(-0.5f,-0.5f); /* \ */
Point2F ne(0.5f,-0.5f); /* / */
GFXVertexBufferHandle<GFXVertexPCT> verts (mDevice, 10, GFXBufferTypeVolatile );
verts.lock();
F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
verts[0].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f );
verts[1].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f );
verts[2].point.set( lowerRight.x + ulOffset + ne.x, upperLeft.y + ulOffset + ne.y, 0.0f);
verts[3].point.set( lowerRight.x + ulOffset - ne.x, upperLeft.y + ulOffset - ne.y, 0.0f);
verts[4].point.set( lowerRight.x + ulOffset - nw.x, lowerRight.y + ulOffset - nw.y, 0.0f);
verts[5].point.set( lowerRight.x + ulOffset + nw.x, lowerRight.y + ulOffset + nw.y, 0.0f);
verts[6].point.set( upperLeft.x + ulOffset - ne.x, lowerRight.y + ulOffset - ne.y, 0.0f);
verts[7].point.set( upperLeft.x + ulOffset + ne.x, lowerRight.y + ulOffset + ne.y, 0.0f);
verts[8].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f ); // same as 0
verts[9].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f ); // same as 1
for (S32 i = 0; i < 10; i++)
verts[i].color = color;
verts.unlock();
mDevice->setVertexBuffer( verts );
mDevice->setStateBlock(mRectFillSB);
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, 8 );
}
//-----------------------------------------------------------------------------
// Draw Rectangle Fill
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawRectFill(const RectF& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
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, 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, const F32& borderSize, const ColorI& borderColor)
{
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, 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)
{
// 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(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);
const Point2I& resolution = GFX->getActiveRenderTarget()->getSize();
Point2F TargetSize(1.0 / (F32)resolution.x, 1.0 / (F32)resolution.y);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$oneOverViewport"), TargetSize);
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
}
void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle )
{
width *= 0.5;
Point3F offset( screenPoint.x, screenPoint.y, 0.0 );
GFXVertexBufferHandle<GFXVertexPCT> verts( mDevice, 4, GFXBufferTypeVolatile );
verts.lock();
verts[0].point.set( -width, -width, 0.0f );
verts[1].point.set( -width, width, 0.0f );
verts[2].point.set( width, -width, 0.0f );
verts[3].point.set( width, width, 0.0f );
verts[0].color = verts[1].color = verts[2].color = verts[3].color = mBitmapModulation;
if (spinAngle == 0.0f)
{
for( S32 i = 0; i < 4; i++ )
verts[i].point += offset;
}
else
{
MatrixF rotMatrix( EulerF( 0.0, 0.0, spinAngle ) );
for( S32 i = 0; i < 4; i++ )
{
rotMatrix.mulP( verts[i].point );
verts[i].point += offset;
}
}
verts.unlock();
mDevice->setVertexBuffer( verts );
mDevice->setStateBlock(mRectFillSB);
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
}
//-----------------------------------------------------------------------------
// 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 )
{
drawLine( startPt.x, startPt.y, startPt.z, endPt.x, endPt.y, endPt.z, color );
}
void GFXDrawUtil::drawLine( const Point2F &startPt, const Point2F &endPt, const ColorI &color )
{
drawLine( startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color );
}
void GFXDrawUtil::drawLine( const Point2I &startPt, const Point2I &endPt, const ColorI &color )
{
drawLine( startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color );
}
void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 x2, F32 y2, const ColorI &color )
{
drawLine( x1, y1, 0.0f, x2, y2, 0.0f, color );
}
void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI &color )
{
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 );
mDevice->setupGenericShaders();
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
//-----------------------------------------------------------------------------
static SphereMesh gSphere;
void GFXDrawUtil::drawSphere( const GFXStateBlockDesc &desc, F32 radius, const Point3F &pos, const ColorI &color, bool drawTop, bool drawBottom, const MatrixF *xfm )
{
MatrixF mat;
if ( xfm )
mat = *xfm;
else
mat = MatrixF::Identity;
mat.scale(Point3F(radius,radius,radius));
mat.setPosition(pos);
GFX->pushWorldMatrix();
GFX->multWorld(mat);
const SphereMesh::TriangleMesh * sphereMesh = gSphere.getMesh(2);
S32 numPoly = sphereMesh->numPoly;
S32 totalPoly = 0;
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoly*3, GFXBufferTypeVolatile);
verts.lock();
S32 vertexIndex = 0;
for (S32 i=0; i<numPoly; i++)
{
if (!drawBottom)
{
if (sphereMesh->poly[i].pnt[0].z < -0.01f || sphereMesh->poly[i].pnt[1].z < -0.01f || sphereMesh->poly[i].pnt[2].z < -0.01f)
continue;
}
if (!drawTop)
{
if (sphereMesh->poly[i].pnt[0].z > 0.01f || sphereMesh->poly[i].pnt[1].z > 0.01f || sphereMesh->poly[i].pnt[2].z > 0.01f)
continue;
}
totalPoly++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[0];
verts[vertexIndex].color = color;
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[1];
verts[vertexIndex].color = color;
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[2];
verts[vertexIndex].color = color;
vertexIndex++;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleList, 0, totalPoly );
GFX->popWorldMatrix();
}
//-----------------------------------------------------------------------------
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] =
{
{ 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 },
{ 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 }
};
void GFXDrawUtil::drawTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm )
{
if ( desc.fillMode == GFXFillWireframe )
_drawWireTriangle( desc, p0, p1, p2, color, xfm );
else
_drawSolidTriangle( desc, p0, p1, p2, color, xfm );
}
void GFXDrawUtil::_drawWireTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm )
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
// Set up the line strip
verts[0].point = p0;
verts[0].color = color;
verts[1].point = p1;
verts[1].color = color;
verts[2].point = p2;
verts[2].color = color;
verts[3].point = p0;
verts[3].color = color;
// Apply xfm if we were passed one.
if ( xfm != NULL )
{
for ( U32 i = 0; i < 4; i++ )
xfm->mulP( verts[i].point );
}
verts.unlock();
GFXStateBlockRef sb = mDevice->createStateBlock( desc );
mDevice->setStateBlock( sb );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXLineStrip, 0, 3 );
}
void GFXDrawUtil::_drawSolidTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm )
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 3, GFXBufferTypeVolatile);
verts.lock();
// Set up the line strip
verts[0].point = p0;
verts[0].color = color;
verts[1].point = p1;
verts[1].color = color;
verts[2].point = p2;
verts[2].color = color;
// Apply xfm if we were passed one.
if ( xfm != NULL )
{
for ( U32 i = 0; i < 3; i++ )
xfm->mulP( verts[i].point );
}
verts.unlock();
GFXStateBlockRef sb = mDevice->createStateBlock( desc );
mDevice->setStateBlock( sb );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleList, 0, 1 );
}
void GFXDrawUtil::drawPolygon( const GFXStateBlockDesc& desc, const Point3F* points, U32 numPoints, const ColorI& color, const MatrixF* xfm /* = NULL */ )
{
const bool isWireframe = ( desc.fillMode == GFXFillWireframe );
const U32 numVerts = isWireframe ? numPoints + 1 : numPoints;
GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numVerts, GFXBufferTypeVolatile );
verts.lock();
for( U32 i = 0; i < numPoints; ++ i )
{
verts[ i ].point = points[ i ];
verts[ i ].color = color;
}
if( xfm )
{
for( U32 i = 0; i < numPoints; ++ i )
xfm->mulP( verts[ i ].point );
}
if( isWireframe )
{
verts[ numVerts - 1 ].point = verts[ 0 ].point;
verts[ numVerts - 1 ].color = color;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
if( desc.fillMode == GFXFillWireframe )
mDevice->drawPrimitive( GFXLineStrip, 0, numPoints );
else
mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints - 2 );
}
void GFXDrawUtil::drawCube( const GFXStateBlockDesc &desc, const Box3F &box, const ColorI &color, const MatrixF *xfm )
{
drawCube( desc, box.getExtents(), box.getCenter(), color, xfm );
}
void GFXDrawUtil::drawCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm )
{
if ( desc.fillMode == GFXFillWireframe )
_drawWireCube( desc, size, pos, color, xfm );
else
_drawSolidCube( desc, size, pos, color, xfm );
}
void GFXDrawUtil::_drawWireCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm )
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 30, GFXBufferTypeVolatile);
verts.lock();
Point3F halfSize = size * 0.5f;
// setup 6 line loops
U32 vertexIndex = 0;
for(S32 i = 0; i < 6; i++)
{
for(S32 j = 0; j < 5; j++)
{
S32 idx = cubeFaces[i][j%4];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
}
}
// Apply xfm if we were passed one.
if ( xfm != NULL )
{
for ( U32 i = 0; i < 30; i++ )
xfm->mulV( verts[i].point );
}
// Apply position offset
for ( U32 i = 0; i < 30; i++ )
verts[i].point += pos;
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
for( U32 i=0; i<6; i++ )
mDevice->drawPrimitive( GFXLineStrip, i*5, 4 );
}
void GFXDrawUtil::_drawSolidCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm )
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 36, GFXBufferTypeVolatile);
verts.lock();
Point3F halfSize = size * 0.5f;
// setup 6 line loops
U32 vertexIndex = 0;
U32 idx;
for(S32 i = 0; i < 6; i++)
{
idx = cubeFaces[i][0];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
idx = cubeFaces[i][1];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
idx = cubeFaces[i][3];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
idx = cubeFaces[i][1];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
idx = cubeFaces[i][2];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
idx = cubeFaces[i][3];
verts[vertexIndex].point = cubePoints[idx] * halfSize;
verts[vertexIndex].color = color;
vertexIndex++;
}
// Apply xfm if we were passed one.
if ( xfm != NULL )
{
for ( U32 i = 0; i < 36; i++ )
xfm->mulV( verts[i].point );
}
// Apply position offset
for ( U32 i = 0; i < 36; i++ )
verts[i].point += pos;
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleList, 0, 12 );
}
void GFXDrawUtil::drawPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
{
if ( desc.fillMode == GFXFillWireframe )
_drawWirePolyhedron( desc, poly, color, xfm );
else
_drawSolidPolyhedron( desc, poly, color, xfm );
}
void GFXDrawUtil::_drawWirePolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
{
GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawWirePolyhedron, ColorI::GREEN );
const U32 numEdges = poly.getNumEdges();
const Point3F* points = poly.getPoints();
const Polyhedron::Edge* edges = poly.getEdges();
// Allocate a temporary vertex buffer.
GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numEdges * 2, GFXBufferTypeVolatile);
// Fill it with the vertices for the edges.
verts.lock();
for( U32 i = 0; i < numEdges; ++ i )
{
const U32 nvert = i * 2;
verts[ nvert + 0 ].point = points[ edges[ i ].vertex[ 0 ] ];
verts[ nvert + 0 ].color = color;
verts[ nvert + 1 ].point = points[ edges[ i ].vertex[ 1 ] ];
verts[ nvert + 1 ].color = color;
}
if( xfm )
{
for( U32 i = 0; i < numEdges; ++ i )
{
xfm->mulP( verts[ i + 0 ].point );
xfm->mulP( verts[ i + 1 ].point );
}
}
verts.unlock();
// Render the line list.
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXLineList, 0, numEdges );
}
void GFXDrawUtil::_drawSolidPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
{
GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawSolidPolyhedron, ColorI::GREEN );
const U32 numPoints = poly.getNumPoints();
const Point3F* points = poly.getPoints();
const PlaneF* planes = poly.getPlanes();
const Point3F viewDir = GFX->getViewMatrix().getForwardVector();
// Create a temp buffer for the vertices and
// put all the polyhedron's points in there.
GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numPoints, GFXBufferTypeVolatile );
verts.lock();
for( U32 i = 0; i < numPoints; ++ i )
{
verts[ i ].point = points[ i ];
verts[ i ].color = color;
}
if( xfm )
{
for( U32 i = 0; i < numPoints; ++ i )
xfm->mulP( verts[ i ].point );
}
verts.unlock();
// Allocate a temp buffer for the face indices.
const U32 numIndices = poly.getNumEdges() * 3;
const U32 numPlanes = poly.getNumPlanes();
GFXPrimitiveBufferHandle prims( mDevice, numIndices, 0, GFXBufferTypeVolatile );
// Unfortunately, since polygons may have varying numbers of
// vertices, we also need to retain that information.
FrameTemp< U32 > numIndicesForPoly( numPlanes );
U32 numPolys = 0;
// Create all the polygon indices.
U16* indices;
prims.lock( &indices );
U32 idx = 0;
for( U32 i = 0; i < numPlanes; ++ i )
{
// Since face extraction is somewhat costly, don't bother doing it for
// backfacing polygons if culling is enabled.
if( !desc.cullDefined || desc.cullMode != GFXCullNone )
{
F32 dot = mDot( planes[ i ], viewDir );
// See if it faces *the same way* as the view direction. This would
// normally mean that the face is *not* backfacing but since we expect
// planes on the polyhedron to be facing *inwards*, we need to reverse
// the logic here.
if( dot > 0.f )
continue;
}
U32 polyIDx = poly.extractFace( i, &indices[ idx ], numIndices - idx );
numIndicesForPoly[ numPolys ] = polyIDx;
idx += polyIDx;
numPolys ++;
}
prims.unlock();
// Set up state.
mDevice->setStateBlockByDesc( desc );
mDevice->setupGenericShaders();
mDevice->setVertexBuffer( verts );
mDevice->setPrimitiveBuffer( prims );
// Render one triangle fan for each polygon.
U32 startIndex = 0;
for( U32 i = 0; i < numPolys; ++ i )
{
U32 numVerts = numIndicesForPoly[ i ];
mDevice->drawIndexedPrimitive( GFXTriangleStrip, 0, 0, numPoints, startIndex, numVerts - 2 );
startIndex += numVerts;
}
}
void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const MatrixF &objMat, const ColorI &color )
{
GFXTransformSaver saver;
mDevice->setStateBlockByDesc( desc );
MatrixF scaledObjMat( true );
scaledObjMat = objMat;
scaledObjMat.scale( size );
scaledObjMat.setPosition( pos );
//to linear is done in primbuilder
PrimBuild::color( color );
PrimBuild::begin( GFXLineList, 48 );
Point3F cubePts[8];
for (U32 i = 0; i < 8; i++)
{
cubePts[i] = cubePoints[i]/2;
}
// 8 corner points of the box
for ( U32 i = 0; i < 8; i++ )
{
//const Point3F &start = cubePoints[i];
// 3 lines per corner point
for ( U32 j = 0; j < 3; j++ )
{
Point3F start = cubePoints[i];
Point3F end = start;
end[j] *= 0.8f;
scaledObjMat.mulP(start);
PrimBuild::vertex3fv(start);
scaledObjMat.mulP(end);
PrimBuild::vertex3fv(end);
}
}
PrimBuild::end();
}
static const Point2F circlePoints[] =
{
Point2F(0.707107f, 0.707107f),
Point2F(0.923880f, 0.382683f),
Point2F(1.000000f, 0.000000f),
Point2F(0.923880f, -0.382684f),
Point2F(0.707107f, -0.707107f),
Point2F(0.382683f, -0.923880f),
Point2F(0.000000f, -1.000000f),
Point2F(-0.382683f, -0.923880f),
Point2F(-0.707107f, -0.707107f),
Point2F(-0.923880f, -0.382684f),
Point2F(-1.000000f, 0.000000f),
Point2F(-0.923879f, 0.382684f),
Point2F(-0.707107f, 0.707107f),
Point2F(-0.382683f, 0.923880f),
Point2F(0.000000f, 1.000000f),
Point2F(0.382684f, 0.923879f)
};
void GFXDrawUtil::drawCapsule( const GFXStateBlockDesc &desc, const Point3F &center, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
{
if ( desc.fillMode == GFXFillWireframe )
_drawWireCapsule( desc, center, radius, height, color, xfm );
else
_drawSolidCapsule( desc, center, radius, height, color, xfm );
}
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;
else
mat = MatrixF::Identity;
S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile);
verts.lock();
for (S32 i=0; i<numPoints + 1; i++)
{
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 );
verts[2 * i + 1].color = color;
}
S32 totalNumPnts = numPoints * 2 + 2;
// Apply xfm if we were passed one.
for ( U32 i = 0; i < totalNumPnts; i++ )
mat.mulV( verts[i].point );
// Apply position offset
for ( U32 i = 0; i < totalNumPnts; i++ )
verts[i].point += center;
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 * numPoints );
Point3F sphereCenter;
MatrixF sphereMat;
if ( xfm )
sphereMat = *xfm;
else
sphereMat = MatrixF::Identity;
sphereCenter.set( 0, 0, 0.5f * height );
mat.mulV( sphereCenter );
sphereCenter += center;
drawSphere( desc, radius, sphereCenter, color, true, false, &sphereMat );
sphereCenter.set( 0, 0, -0.5f * height );
mat.mulV( sphereCenter );
sphereCenter += center;
drawSphere( desc, radius, sphereCenter, color, false, true, &sphereMat );
}
void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F &center, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
{
MatrixF mat;
if (xfm)
mat = *xfm;
else
mat = MatrixF::Identity;
S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile);
verts.lock();
for (S32 i = 0; i < numPoints + 1; i++)
{
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);
verts[2 * i + 1].color = color;
}
S32 totalNumPnts = numPoints * 2 + 2;
// Apply xfm if we were passed one.
for (U32 i = 0; i < totalNumPnts; i++)
mat.mulV(verts[i].point);
// Apply position offset
for (U32 i = 0; i < totalNumPnts; i++)
verts[i].point += center;
verts.unlock();
mDevice->setStateBlockByDesc(desc);
mDevice->setVertexBuffer(verts);
mDevice->setupGenericShaders();
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2 * numPoints);
Point3F sphereCenter;
MatrixF sphereMat;
if (xfm)
sphereMat = *xfm;
else
sphereMat = MatrixF::Identity;
sphereCenter.set(0, 0, 0.5f * height);
mat.mulV(sphereCenter);
sphereCenter += center;
drawSphere(desc, radius, sphereCenter, color, true, false, &sphereMat);
sphereCenter.set(0, 0, -0.5f * height);
mat.mulV(sphereCenter);
sphereCenter += center;
drawSphere(desc, radius, sphereCenter, color, false, true, &sphereMat);
}
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 );
mat.setPosition(basePnt);
Point3F scale( baseRadius, baseRadius, height );
mat.scale(scale);
GFXTransformSaver saver;
mDevice->pushWorldMatrix();
mDevice->multWorld(mat);
S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile);
verts.lock();
F32 sign = -1.f;
S32 indexDown = 0; //counting down from numPoints
S32 indexUp = 0; //counting up from 0
S32 index = 0; //circlePoints index for cap
for (S32 i = 0; i < numPoints + 1; i++)
{
//Top cap
if (i != numPoints)
{
if (sign < 0)
index = indexDown;
else
index = indexUp;
verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
verts[i].color = color;
if (sign < 0)
indexUp += 1;
else
indexDown = numPoints - indexUp;
// invert sign
sign *= -1.0f;
}
//cone
S32 imod = i % numPoints;
S32 vertindex = 2 * i + numPoints;
verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
verts[vertindex].color = color;
verts[vertindex + 1].point = Point3F(0.0f, 0.0f, 1.0f);
verts[vertindex + 1].color = color;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive(GFXTriangleStrip, 0, numPoints - 2);
mDevice->drawPrimitive(GFXTriangleStrip, numPoints, numPoints * 2);
mDevice->popWorldMatrix();
}
void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color )
{
VectorF uvec = tipPnt - basePnt;
F32 height = uvec.len();
uvec.normalize();
MatrixF mat( true );
MathUtils::getMatrixFromUpVector( uvec, &mat );
mat.setPosition(basePnt);
Point3F scale( radius, radius, height * 2 );
mat.scale(scale);
GFXTransformSaver saver;
mDevice->pushWorldMatrix();
mDevice->multWorld(mat);
S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile);
verts.lock();
F32 sign = -1.f;
S32 indexDown = 0; //counting down from numPoints
S32 indexUp = 0; //counting up from 0
S32 index = 0; //circlePoints index for caps
for (S32 i = 0; i < numPoints + 1; i++)
{
//Top/Bottom cap
if (i != numPoints)
{
if (sign < 0)
index = indexDown;
else
index = indexUp;
verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
verts[i].color = color;
verts[i + numPoints].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0.5f);
verts[i + numPoints].color = color;
if (sign < 0)
indexUp += 1;
else
indexDown = numPoints - indexUp;
// invert sign
sign *= -1.0f;
}
//cylinder
S32 imod = i % numPoints;
S32 vertindex = 2 * i + (numPoints * 2);
verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
verts[vertindex].color = color;
verts[vertindex + 1].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0.5f);
verts[vertindex + 1].color = color;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints-2 );
mDevice->drawPrimitive( GFXTriangleStrip, numPoints, numPoints - 2);
mDevice->drawPrimitive( GFXTriangleStrip, numPoints*2, numPoints * 2);
mDevice->popWorldMatrix();
}
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;
// 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.
Point3F coneBase = end - dir * len * 0.3f;
// Calculate the radius of the cone given that we want the cone to have
// an angle of 25 degrees (just because it looks good).
F32 coneLen = (baseRad != 0.0f) ? baseRad * 4.0 :( end - coneBase ).len();
F32 coneDiameter = (baseRad != 0.0f) ? baseRad*4.0f : mTan( mDegToRad(25.0f) ) * coneLen;
// Draw the cone on at the arrow's tip.
drawCone( desc, coneBase, end, coneDiameter / 2.0f, color );
// Get the difference in length from
// the start of the cone to the end
// of the cylinder so we can put the
// end of the cylinder right against where
// the cone starts.
Point3F coneDiff = end - coneBase;
// Draw the cylinder.
F32 stickRadius = (baseRad != 0.0f) ? baseRad : len * 0.025f;
drawCylinder( desc, start, end - coneDiff, stickRadius, color );
}
void GFXDrawUtil::drawFrustum( const Frustum &f, const ColorI &color )
{
const Point3F *points = f.getPoints();
// 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);
}
// connect the near and far planes
drawLine(points[Frustum::NearTopLeft], points[Frustum::FarTopLeft], color);
drawLine(points[Frustum::NearTopRight], points[Frustum::FarTopRight], color);
drawLine(points[Frustum::NearBottomLeft], points[Frustum::FarBottomLeft], color);
drawLine(points[Frustum::NearBottomRight], points[Frustum::FarBottomRight], color);
}
void GFXDrawUtil::drawSolidPlane( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const ColorI &color )
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
verts[0].point = pos + Point3F( -size.x / 2.0f, -size.y / 2.0f, 0 );
verts[0].color = color;
verts[1].point = pos + Point3F( -size.x / 2.0f, size.y / 2.0f, 0 );
verts[1].color = color;
verts[2].point = pos + Point3F( size.x / 2.0f, size.y / 2.0f, 0 );
verts[2].color = color;
verts[3].point = pos + Point3F( size.x / 2.0f, -size.y / 2.0f, 0 );
verts[3].color = color;
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
}
void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const Point2F &step, const ColorI &color, Plane plane )
{
// Note that when calculating the number of steps, we +0.5 to round up,
// and +1 for the last line (ie. 4 steps needs 5 lines to be rendered)
U32 uSteps = 0;
if( step.x > 0 )
uSteps = size.x / step.x + 0.5 + 1;
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 )
{
case PlaneXY:
origin = Point3F( pos.x - ( size.x / 2.0f ), pos.y - ( size.y / 2.0f ), pos.z );
break;
case PlaneXZ:
origin = Point3F( pos.x - ( size.x / 2.0f ), pos.y, pos.z - ( size.y / 2.0f ) );
break;
case PlaneYZ:
origin = Point3F( pos.x, pos.y - ( size.x / 2.0f ), pos.z - ( size.y / 2.0f ) );
break;
}
GFXVertexBufferHandle<GFXVertexPCT> verts( mDevice, numVertices, GFXBufferTypeVolatile );
verts.lock();
U32 vertCount = 0;
if( plane == PlaneXY || plane == PlaneXZ )
{
F32 start = mFloor( origin.x / step.x + 0.5f ) * step.x;
for ( U32 i = 0; i < uSteps; i++ )
{
verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z );
verts[vertCount].color = color;
++vertCount;
if( plane == PlaneXY )
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 )
{
num = vSteps;
stp = step.y;
}
else
{
num = uSteps;
stp = step.x;
}
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 );
verts[vertCount].color = color;
++vertCount;
if( plane == PlaneXY )
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;
}
}
if( plane == PlaneXZ || plane == PlaneYZ )
{
F32 start = mFloor( origin.z / step.y + 0.5f ) * step.y;
for ( U32 i = 0; i < vSteps; i++ )
{
verts[vertCount].point = Point3F( origin.x, origin.y, start + step.y * i );
verts[vertCount].color = color;
++vertCount;
if( plane == PlaneXZ )
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;
}
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXLineList, 0, numLines );
}
void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &mat, const Point3F *scale, const ColorI colors[3] )
{
GFXTransformSaver saver;
GFX->multWorld( mat );
GFXVertexBufferHandle<GFXVertexPCT> verts( mDevice, 6, GFXBufferTypeVolatile );
verts.lock();
const static ColorI defColors[3] =
{
ColorI::RED,
ColorI::GREEN,
ColorI::BLUE
};
const ColorI *colArray = ( colors != NULL ) ? colors : defColors;
verts[0].point = Point3F::Zero;
verts[0].color = colArray[0];
verts[1].point = Point3F( 1, 0, 0 );
verts[1].color = colArray[0];
verts[2].point = Point3F::Zero;
verts[2].color = colArray[1];
verts[3].point = Point3F( 0, 1, 0 );
verts[3].color = colArray[1];
verts[4].point = Point3F::Zero;
verts[4].color = colArray[2];
verts[5].point = Point3F( 0, 0, 1 );
verts[5].color = colArray[2];
if ( scale )
{
verts[1].point *= *scale;
verts[3].point *= *scale;
verts[5].point *= *scale;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXLineList, 0, 3 );
}