mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
158 lines
4.7 KiB
C++
158 lines
4.7 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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#ifndef _DU_DEBUG_DRAW_TORQUE_H_
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#define _DU_DEBUG_DRAW_TORQUE_H_
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#include "core/util/tVector.h"
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#include <DebugDraw.h>
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#include "gfx/gfxStateBlock.h"
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/// @brief Implements the duDebugDraw interface in Torque.
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class duDebugDrawTorque: public duDebugDraw {
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public:
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duDebugDrawTorque();
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~duDebugDrawTorque();
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/// Enable/disable Z read.
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void depthMask(bool state) override;
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/// Enable/disable texturing. Not used.
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void texture(bool state) override;
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/// Special colour overwrite for when I get picky about the colours Mikko chose.
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void overrideColor(unsigned int col);
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/// Stop the colour override.
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void cancelOverride();
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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 begin(duDebugDrawPrimitives prim, float size = 1.0f) override;
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/// All new buffers go into this group.
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void beginGroup(U32 group);
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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 vertex(const float* pos, unsigned int color) override;
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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 vertex(const float x, const float y, const float z, unsigned int color) override;
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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 vertex(const float* pos, unsigned int color, const float* uv) override;
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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 vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v) override;
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/// End drawing primitives.
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void end() override;
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/// Render buffered primitive.
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void render();
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/// Render buffered primitives in a group.
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void renderGroup(U32 group);
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/// Delete buffered primitive.
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void clear();
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private:
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GFXStateBlockDesc mDesc;
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U32 mPrimType;
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bool mQuadsMode;
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U32 mVertCount;
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F32 mStore[3][3];
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U32 mGroup;
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struct Instruction {
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// Contain either a point or a color command.
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union {
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struct {
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U8 r, g, b, a;
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} color;
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struct {
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float x, y, z;
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} point;
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U32 primType;
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} data;
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// Which type of data do we store?
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enum {
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COLOR,
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POINT,
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PRIMTYPE,
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} type;
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// Construct as color instruction.
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Instruction(U8 r, U8 g, U8 b, U8 a) {
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type = COLOR;
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data.color.r = r;
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data.color.g = g;
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data.color.b = b;
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data.color.a = a;
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}
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// Construct as point.
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Instruction(float x, float y, float z) {
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type = POINT;
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data.point.x = x;
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data.point.y = y;
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data.point.z = z;
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}
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Instruction(U32 t = 0) {
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type = PRIMTYPE;
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data.primType = t;
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}
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};
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struct Buffer {
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U32 group;
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Vector<Instruction> buffer;
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GFXPrimitiveType primType;
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Buffer(U32 type = 0) {
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primType = (GFXPrimitiveType)type;
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group = 0;
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}
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};
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Vector<Buffer> mBuffers;
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U32 mCurrColor;
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U32 mOverrideColor;
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bool mOverride;
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void _vertex(const float x, const float y, const float z, unsigned int color);
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void renderBuffer(Buffer &b);
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};
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#endif
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