Torque3D/Engine/source/navigation/duDebugDrawTorque.h
marauder2k7 b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00

145 lines
4.9 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
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.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;
/// <summary>
/// Enable/disable Z read and overrides any setting that will come from detour.
/// </summary>
/// <param name="state">Z read state.</param>
/// <param name="isOverride">Set to true to override any future changes.</param>
void depthMask(bool state, bool isOverride);
void blend(bool blend);
/// 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;
void clearCache();
void render(SceneRenderState* state);
void immediateRender();
private:
struct CachedDraw {
GFXPrimitiveType primType;
GFXVertexBufferHandle<GFXVertexPCT> buffer;
GFXPrimitiveBufferHandle primitiveBuffer;
U32 vertexCount;
U32 primitiveCount;
GFXStateBlockDesc state;
Box3F bounds;
};
Vector<CachedDraw> mDrawCache;
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;
U32 mVertCount;
bool mOverrideState;
void _vertex(const float x, const float y, const float z, unsigned int color);
};
#endif