Torque3D/Engine/source/navigation/duDebugDrawTorque.cpp
marauder2k7 d1771756c2 updated drawmodes and rendering
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00

423 lines
12 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.
//-----------------------------------------------------------------------------
#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);
VECTOR_SET_ASSOCIATION(mDrawCache);
mPrimType = 0;
mVertCount = 0;
}
duDebugDrawTorque::~duDebugDrawTorque()
{
}
void duDebugDrawTorque::depthMask(bool state)
{
mDesc.setZReadWrite(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();
mVertCount = 0;
mPrimType = 0;
switch (prim)
{
case DU_DRAW_POINTS: mPrimType = DU_DRAW_POINTS; break;
case DU_DRAW_LINES: mPrimType = DU_DRAW_LINES; break;
case DU_DRAW_TRIS: mPrimType = DU_DRAW_TRIS; break;
case DU_DRAW_QUADS: mPrimType = DU_DRAW_QUADS; break;
}
mDesc.setCullMode(GFXCullCW);
mDesc.setBlend(false);
}
/// 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;
Box3F box;
box.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
box.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
switch (mPrimType)
{
case DU_DRAW_POINTS:
{
const U32 totalPoints = mVertList.size();
for (U32 p = 0; p < totalPoints;)
{
const U32 pointsThisBatch = getMin(maxVertsPerDraw, totalPoints - p);
const U32 batchVerts = pointsThisBatch;
GFXVertexBufferHandle<GFXVertexPCT> buffer;
buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
GFXVertexPCT* verts = buffer.lock();
for (U32 i = 0; i < pointsThisBatch; ++i)
{
verts[i] = mVertList[p + i];
box.minExtents.setMin(verts[i].point);
box.maxExtents.setMax(verts[i].point);
}
buffer.unlock();
// --- Build index buffer
GFXPrimitiveBufferHandle pb;
pb.set(GFX, pointsThisBatch, pointsThisBatch, GFXBufferTypeStatic);
U16* indices = nullptr;
pb.lock(&indices);
for (U32 i = 0; i < pointsThisBatch; ++i)
{
indices[i] = i;
}
pb.unlock();
CachedDraw batch;
batch.primType = GFXPointList;
batch.buffer = buffer;
batch.vertexCount = batchVerts;
batch.primitiveBuffer = pb;
batch.primitiveCount = pointsThisBatch;
batch.state = mDesc;
batch.bounds = box;
mDrawCache.push_back(batch);
p += pointsThisBatch;
}
break;
}
case DU_DRAW_LINES:
{
AssertFatal(mVertList.size() % 2 == 0, "DU_DRAW_LINES given invalid vertex count.");
const U32 vertsPerLine = 2;
const U32 totalLines = mVertList.size() / vertsPerLine;
for (U32 l = 0; l < totalLines;)
{
const U32 linesThisBatch = getMin(maxVertsPerDraw / vertsPerLine, totalLines - l);
const U32 batchVerts = linesThisBatch * vertsPerLine;
GFXVertexBufferHandle<GFXVertexPCT> buffer;
buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
GFXVertexPCT* verts = buffer.lock();
for (U32 i = 0; i < linesThisBatch * vertsPerLine; ++i)
{
verts[i] = mVertList[l * vertsPerLine + i];
box.minExtents.setMin(verts[i].point);
box.maxExtents.setMax(verts[i].point);
}
buffer.unlock();
// --- Build index buffer
GFXPrimitiveBufferHandle pb;
pb.set(GFX, linesThisBatch * 2, linesThisBatch, GFXBufferTypeStatic);
U16* indices = nullptr;
pb.lock(&indices);
for (U32 i = 0; i < linesThisBatch; ++i)
{
indices[i * 2 + 0] = i * 2;
indices[i * 2 + 1] = i * 2 + 1;
}
pb.unlock();
CachedDraw batch;
batch.primType = GFXLineList;
batch.buffer = buffer;
batch.vertexCount = batchVerts;
batch.primitiveBuffer = pb;
batch.primitiveCount = linesThisBatch;
batch.state = mDesc;
batch.bounds = box;
mDrawCache.push_back(batch);
l += linesThisBatch;
}
break;
}
case DU_DRAW_TRIS:
{
AssertFatal(mVertList.size() % 3 == 0, "DU_DRAW_TRIS given invalid vertex count.");
const U32 vertsPerTri = 3;
const U32 totalTris = mVertList.size() / vertsPerTri;
for (U32 t = 0; t < totalTris;)
{
const U32 trisThisBatch = getMin(maxVertsPerDraw / vertsPerTri, totalTris - t);
const U32 batchVerts = trisThisBatch * vertsPerTri;
GFXVertexBufferHandle<GFXVertexPCT> buffer;
buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
GFXVertexPCT* verts = buffer.lock();
for (U32 i = 0; i < trisThisBatch * vertsPerTri; ++i)
{
verts[i] = mVertList[t * vertsPerTri + i];
box.minExtents.setMin(verts[i].point);
box.maxExtents.setMax(verts[i].point);
}
buffer.unlock();
// --- Build index buffer
GFXPrimitiveBufferHandle pb;
pb.set(GFX, trisThisBatch*3, trisThisBatch, GFXBufferTypeStatic);
U16* indices = nullptr;
pb.lock(&indices);
for (U32 i = 0; i < trisThisBatch; ++i)
{
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
}
pb.unlock();
CachedDraw batch;
batch.primType = GFXTriangleList;
batch.buffer = buffer;
batch.vertexCount = batchVerts;
batch.primitiveBuffer = pb;
batch.primitiveCount = trisThisBatch;
batch.state = mDesc;
batch.bounds = box;
mDrawCache.push_back(batch);
t += trisThisBatch;
}
break;
}
case DU_DRAW_QUADS:
{
AssertFatal(mVertList.size() % 4 == 0, "DU_DRAW_QUADS given wrong number of vertices.");
const U32 vertsPerQuad = 4;
const U32 totalQuads = mVertList.size() / 4;
for (U32 q = 0; q < totalQuads;)
{
const U32 quadsThisBatch = getMin(maxVertsPerDraw / vertsPerQuad, totalQuads - q);
const U32 batchVerts = quadsThisBatch * vertsPerQuad;
const U32 batchIndices = quadsThisBatch * 6;
GFXVertexBufferHandle<GFXVertexPCT> buffer;
buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
GFXVertexPCT* verts = buffer.lock();
U32 outIdx = 0;
for (U32 i = 0; i < quadsThisBatch; ++i)
{
const GFXVertexPCT& v0 = mVertList[(q + i) * 4 + 0];
const GFXVertexPCT& v1 = mVertList[(q + i) * 4 + 1];
const GFXVertexPCT& v2 = mVertList[(q + i) * 4 + 2];
const GFXVertexPCT& v3 = mVertList[(q + i) * 4 + 3];
verts[outIdx++] = v0;
verts[outIdx++] = v1;
verts[outIdx++] = v2;
verts[outIdx++] = v3;
}
buffer.unlock();
GFXPrimitiveBufferHandle pb;
pb.set(GFX, batchIndices, quadsThisBatch*2, GFXBufferTypeStatic);
U16* indices = nullptr;
pb.lock(&indices);
for (U32 i = 0; i < quadsThisBatch; ++i)
{
const U16 base = i * 4;
indices[i * 6 + 0] = base + 0;
indices[i * 6 + 1] = base + 1;
indices[i * 6 + 2] = base + 2;
indices[i * 6 + 3] = base + 0;
indices[i * 6 + 4] = base + 2;
indices[i * 6 + 5] = base + 3;
}
pb.unlock();
CachedDraw batch;
batch.primType = GFXTriangleList;
batch.buffer = buffer;
batch.vertexCount = batchVerts;
batch.primitiveBuffer = pb;
batch.primitiveCount = quadsThisBatch*2;
batch.state = mDesc;
mDrawCache.push_back(batch);
q += quadsThisBatch;
}
break;
}
}
mVertList.clear();
}
void duDebugDrawTorque::clearCache()
{
mDrawCache.clear();
}
void duDebugDrawTorque::render(SceneRenderState* state)
{
const Frustum& frustum = state->getCameraFrustum();
for (U32 i = 0; i < mDrawCache.size(); ++i)
{
const CachedDraw& draw = mDrawCache[i];
if (!frustum.getBounds().isOverlapped(draw.bounds))
continue;
GFX->setPrimitiveBuffer(draw.primitiveBuffer);
GFX->setStateBlockByDesc(draw.state);
GFX->setupGenericShaders(GFXDevice::GSColor);
GFX->setVertexBuffer(draw.buffer);
GFX->drawIndexedPrimitive(
draw.primType,
0, // start vertex
0, // min vertex index
draw.vertexCount, // vertex count
0, // start index
draw.primitiveCount // primitive count
);
}
}