mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
changing depth between draw modes is a bit confusing to the viewer could revist PolyAreas must start with 1, 0 = null area in recast.
424 lines
12 KiB
C++
424 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "torqueRecast.h"
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#include "duDebugDrawTorque.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxStateBlock.h"
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/// @class duDebugDrawTorque
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/// This class uses the primitive builder (gfx/primBuild.h) to render navmeshes
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/// and other Recast data. To facilitate the primbuilder's requirement to know
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/// the number of vertices to render beforehand, this class stores all vertices
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/// in a buffer of its own, then passes on that known-size buffer.
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/// This means that you only need to call the duDebugDraw functions when your
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/// data changes. At other times, you can cache the duDebugDrawTorque object
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/// and call its render() method, which actually renders its buffered data.
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duDebugDrawTorque::duDebugDrawTorque()
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{
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VECTOR_SET_ASSOCIATION(mVertList);
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VECTOR_SET_ASSOCIATION(mDrawCache);
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mPrimType = 0;
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mVertCount = 0;
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}
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duDebugDrawTorque::~duDebugDrawTorque()
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{
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}
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void duDebugDrawTorque::depthMask(bool state)
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{
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mDesc.setZReadWrite(state);
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}
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void duDebugDrawTorque::texture(bool state)
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{
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// need a checker texture?...... if(state is true) then set first slot to that texture.
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}
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unsigned int duDebugDrawTorque::areaToCol(unsigned int area)
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{
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switch (area)
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{
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// Ground (1) : light blue
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case GroundArea: return duRGBA(0, 192, 255, 255);
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// Water : blue
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case WaterArea: return duRGBA(0, 0, 255, 255);
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// Road : brown
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case OffMeshArea: return duRGBA(50, 20, 12, 255);
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// Unexpected : red
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default: return duRGBA(255, 0, 0, 255);
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}
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}
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/// Begin drawing primitives.
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/// @param prim [in] primitive type to draw, one of rcDebugDrawPrimitives.
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/// @param size [in] size of a primitive, applies to point size and line width only.
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void duDebugDrawTorque::begin(duDebugDrawPrimitives prim, float size)
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{
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if (!mVertList.empty())
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mVertList.clear();
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mVertCount = 0;
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mPrimType = 0;
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switch (prim)
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{
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case DU_DRAW_POINTS: mPrimType = DU_DRAW_POINTS; break;
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case DU_DRAW_LINES: mPrimType = DU_DRAW_LINES; break;
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case DU_DRAW_TRIS: mPrimType = DU_DRAW_TRIS; break;
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case DU_DRAW_QUADS: mPrimType = DU_DRAW_QUADS; break;
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}
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mDesc.setCullMode(GFXCullCW);
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mDesc.setBlend(false);
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mDesc.setZReadWrite(true);
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}
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/// Submit a vertex
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/// @param pos [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float* pos, unsigned int color)
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{
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vertex(pos[0], pos[1], pos[2], color);
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}
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/// Submit a vertex
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/// @param x,y,z [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color)
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{
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_vertex(x, -z, y, color);
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}
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/// Submit a vertex
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/// @param pos [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float* pos, unsigned int color, const float* uv)
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{
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vertex(pos[0], pos[1], pos[2], color);
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}
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/// Submit a vertex
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/// @param x,y,z [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v)
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{
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vertex(x, y, z, color);
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}
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/// Push a vertex onto the buffer.
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void duDebugDrawTorque::_vertex(const float x, const float y, const float z, unsigned int color)
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{
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GFXVertexPCT vert;
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vert.point.set(x, y, z);
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U8 r, g, b, a;
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// Convert color integer to components.
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rcCol(color, r, g, b, a);
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vert.color.set(r, g, b, a);
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mVertList.push_back(vert);
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}
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/// End drawing primitives.
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void duDebugDrawTorque::end()
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{
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if (mVertList.empty())
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return;
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const U32 maxVertsPerDraw = GFX_MAX_DYNAMIC_VERTS;
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Box3F box;
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box.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
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box.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
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switch (mPrimType)
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{
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case DU_DRAW_POINTS:
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{
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const U32 totalPoints = mVertList.size();
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for (U32 p = 0; p < totalPoints;)
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{
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const U32 pointsThisBatch = getMin(maxVertsPerDraw, totalPoints - p);
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const U32 batchVerts = pointsThisBatch;
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GFXVertexBufferHandle<GFXVertexPCT> buffer;
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buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
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GFXVertexPCT* verts = buffer.lock();
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for (U32 i = 0; i < pointsThisBatch; ++i)
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{
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verts[i] = mVertList[p + i];
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box.minExtents.setMin(verts[i].point);
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box.maxExtents.setMax(verts[i].point);
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}
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buffer.unlock();
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// --- Build index buffer
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GFXPrimitiveBufferHandle pb;
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pb.set(GFX, pointsThisBatch, pointsThisBatch, GFXBufferTypeStatic);
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U16* indices = nullptr;
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pb.lock(&indices);
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for (U32 i = 0; i < pointsThisBatch; ++i)
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{
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indices[i] = i;
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}
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pb.unlock();
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CachedDraw batch;
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batch.primType = GFXPointList;
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batch.buffer = buffer;
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batch.vertexCount = batchVerts;
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batch.primitiveBuffer = pb;
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batch.primitiveCount = pointsThisBatch;
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batch.state = mDesc;
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batch.bounds = box;
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mDrawCache.push_back(batch);
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p += pointsThisBatch;
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}
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break;
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}
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case DU_DRAW_LINES:
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{
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AssertFatal(mVertList.size() % 2 == 0, "DU_DRAW_LINES given invalid vertex count.");
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const U32 vertsPerLine = 2;
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const U32 totalLines = mVertList.size() / vertsPerLine;
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for (U32 l = 0; l < totalLines;)
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{
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const U32 linesThisBatch = getMin(maxVertsPerDraw / vertsPerLine, totalLines - l);
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const U32 batchVerts = linesThisBatch * vertsPerLine;
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GFXVertexBufferHandle<GFXVertexPCT> buffer;
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buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
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GFXVertexPCT* verts = buffer.lock();
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for (U32 i = 0; i < linesThisBatch * vertsPerLine; ++i)
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{
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verts[i] = mVertList[l * vertsPerLine + i];
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box.minExtents.setMin(verts[i].point);
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box.maxExtents.setMax(verts[i].point);
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}
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buffer.unlock();
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// --- Build index buffer
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GFXPrimitiveBufferHandle pb;
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pb.set(GFX, linesThisBatch * 2, linesThisBatch, GFXBufferTypeStatic);
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U16* indices = nullptr;
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pb.lock(&indices);
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for (U32 i = 0; i < linesThisBatch; ++i)
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{
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indices[i * 2 + 0] = i * 2;
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indices[i * 2 + 1] = i * 2 + 1;
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}
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pb.unlock();
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CachedDraw batch;
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batch.primType = GFXLineList;
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batch.buffer = buffer;
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batch.vertexCount = batchVerts;
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batch.primitiveBuffer = pb;
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batch.primitiveCount = linesThisBatch;
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batch.state = mDesc;
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batch.bounds = box;
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mDrawCache.push_back(batch);
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l += linesThisBatch;
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}
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break;
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}
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case DU_DRAW_TRIS:
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{
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AssertFatal(mVertList.size() % 3 == 0, "DU_DRAW_TRIS given invalid vertex count.");
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const U32 vertsPerTri = 3;
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const U32 totalTris = mVertList.size() / vertsPerTri;
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for (U32 t = 0; t < totalTris;)
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{
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const U32 trisThisBatch = getMin(maxVertsPerDraw / vertsPerTri, totalTris - t);
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const U32 batchVerts = trisThisBatch * vertsPerTri;
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GFXVertexBufferHandle<GFXVertexPCT> buffer;
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buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
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GFXVertexPCT* verts = buffer.lock();
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for (U32 i = 0; i < trisThisBatch * vertsPerTri; ++i)
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{
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verts[i] = mVertList[t * vertsPerTri + i];
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box.minExtents.setMin(verts[i].point);
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box.maxExtents.setMax(verts[i].point);
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}
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buffer.unlock();
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// --- Build index buffer
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GFXPrimitiveBufferHandle pb;
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pb.set(GFX, trisThisBatch*3, trisThisBatch, GFXBufferTypeStatic);
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U16* indices = nullptr;
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pb.lock(&indices);
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for (U32 i = 0; i < trisThisBatch; ++i)
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{
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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}
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pb.unlock();
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CachedDraw batch;
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batch.primType = GFXTriangleList;
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batch.buffer = buffer;
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batch.vertexCount = batchVerts;
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batch.primitiveBuffer = pb;
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batch.primitiveCount = trisThisBatch;
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batch.state = mDesc;
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batch.bounds = box;
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mDrawCache.push_back(batch);
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t += trisThisBatch;
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}
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break;
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}
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case DU_DRAW_QUADS:
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{
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AssertFatal(mVertList.size() % 4 == 0, "DU_DRAW_QUADS given wrong number of vertices.");
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const U32 vertsPerQuad = 4;
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const U32 totalQuads = mVertList.size() / 4;
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for (U32 q = 0; q < totalQuads;)
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{
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const U32 quadsThisBatch = getMin(maxVertsPerDraw / vertsPerQuad, totalQuads - q);
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const U32 batchVerts = quadsThisBatch * vertsPerQuad;
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const U32 batchIndices = quadsThisBatch * 6;
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GFXVertexBufferHandle<GFXVertexPCT> buffer;
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buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
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GFXVertexPCT* verts = buffer.lock();
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U32 outIdx = 0;
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for (U32 i = 0; i < quadsThisBatch; ++i)
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{
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const GFXVertexPCT& v0 = mVertList[(q + i) * 4 + 0];
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const GFXVertexPCT& v1 = mVertList[(q + i) * 4 + 1];
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const GFXVertexPCT& v2 = mVertList[(q + i) * 4 + 2];
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const GFXVertexPCT& v3 = mVertList[(q + i) * 4 + 3];
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verts[outIdx++] = v0;
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verts[outIdx++] = v1;
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verts[outIdx++] = v2;
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verts[outIdx++] = v3;
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}
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buffer.unlock();
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GFXPrimitiveBufferHandle pb;
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pb.set(GFX, batchIndices, quadsThisBatch*2, GFXBufferTypeStatic);
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U16* indices = nullptr;
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pb.lock(&indices);
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for (U32 i = 0; i < quadsThisBatch; ++i)
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{
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const U16 base = i * 4;
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indices[i * 6 + 0] = base + 0;
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indices[i * 6 + 1] = base + 1;
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indices[i * 6 + 2] = base + 2;
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indices[i * 6 + 3] = base + 0;
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indices[i * 6 + 4] = base + 2;
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indices[i * 6 + 5] = base + 3;
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}
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pb.unlock();
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CachedDraw batch;
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batch.primType = GFXTriangleList;
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batch.buffer = buffer;
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batch.vertexCount = batchVerts;
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batch.primitiveBuffer = pb;
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batch.primitiveCount = quadsThisBatch*2;
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batch.state = mDesc;
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mDrawCache.push_back(batch);
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q += quadsThisBatch;
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}
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break;
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}
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}
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mVertList.clear();
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}
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void duDebugDrawTorque::clearCache()
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{
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mDrawCache.clear();
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}
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void duDebugDrawTorque::render(SceneRenderState* state)
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{
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const Frustum& frustum = state->getCameraFrustum();
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for (U32 i = 0; i < mDrawCache.size(); ++i)
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{
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const CachedDraw& draw = mDrawCache[i];
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if (!frustum.getBounds().isOverlapped(draw.bounds))
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continue;
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GFX->setPrimitiveBuffer(draw.primitiveBuffer);
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GFX->setStateBlockByDesc(draw.state);
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GFX->setupGenericShaders(GFXDevice::GSColor);
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GFX->setVertexBuffer(draw.buffer);
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GFX->drawIndexedPrimitive(
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draw.primType,
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0, // start vertex
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0, // min vertex index
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draw.vertexCount, // vertex count
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0, // start index
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draw.primitiveCount // primitive count
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);
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}
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}
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