mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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add cover tool some more cleanup navmeshselecttool needs to use collideBox duDebugDrawTorque now has the transparent blending option
145 lines
4.9 KiB
C++
145 lines
4.9 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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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#include <DebugDraw.h>
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _GFXVERTEXTYPES_H_
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#include "gfx/gfxVertexTypes.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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/**
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* @class duDebugDrawTorque
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* @brief Implements the duDebugDraw interface in Torque.
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*
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* Every debug draw from recast goes through a process of begin, add vertex and then end
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* just like our primbuilder class, but we need to catch these vertices
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* and add them to a GFXVertexBuffer as recast supports GL_QUADS which is now
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* deprecated.
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*/
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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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/// <summary>
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/// Enable/disable Z read and overrides any setting that will come from detour.
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/// </summary>
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/// <param name="state">Z read state.</param>
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/// <param name="isOverride">Set to true to override any future changes.</param>
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void depthMask(bool state, bool isOverride);
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void blend(bool blend);
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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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/// 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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/// @param uv [in] the uv coordinates.
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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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/// @param u [in] the u coordinate.
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/// @param v [in] the v coordinate.
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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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/// Set a texture
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/// @param state, use a texture in this draw, usually a checker texture.
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void texture(bool state) override;
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/// <summary>
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/// Assigns a colour to an area type.
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/// </summary>
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/// <param name="area">The area type.</param>
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/// <returns>The colour in recast format for the area.</returns>
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unsigned int areaToCol(unsigned int area) override;
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/// End drawing primitives.
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void end() override;
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void clearCache();
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void render(SceneRenderState* state);
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void immediateRender();
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private:
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struct CachedDraw {
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GFXPrimitiveType primType;
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GFXVertexBufferHandle<GFXVertexPCT> buffer;
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GFXPrimitiveBufferHandle primitiveBuffer;
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U32 vertexCount;
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U32 primitiveCount;
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GFXStateBlockDesc state;
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Box3F bounds;
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};
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Vector<CachedDraw> mDrawCache;
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GFXStateBlockDesc mDesc;
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Vector<GFXVertexPCT> mVertList; // Our vertex list for setting up vertexBuffer in the End function.
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GFXVertexBufferHandle<GFXVertexPCT> mVertexBuffer; // our vertex buffer for drawing.
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U32 mPrimType;
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U32 mVertCount;
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bool mOverrideState;
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void _vertex(const float x, const float y, const float z, unsigned int color);
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};
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#endif
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