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Copy pathDebugRenderer.cpp
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213 lines (184 loc) · 6.04 KB
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#include "stdafx.h"
#include "DebugRenderer.h"
#include "GameRenderManager.h"
#include "GameWorld.h"
#include "ShadersManager.h"
static struct SphereShape
{
SphereShape()
{
auto PointOnSphere = [](float theta, float phi) -> glm::vec3
{
glm::vec3 point;
theta = glm::radians(theta);
phi = glm::radians(phi);
point.x = sinf(theta) * sinf(phi);
point.y = cosf(phi);
point.z = cosf(theta) * sinf(phi);
return point;
};
int iline = 0;
for (float j = 0.0f; j < 180.0f; j += 45.0f)
{
for (float i = 0.0f; i < 360.0f; i += 45.0f)
{
glm::vec3 p1 = PointOnSphere(i, j);
glm::vec3 p2 = PointOnSphere(i + 45.0f, j);
glm::vec3 p3 = PointOnSphere(i, j + 45.0f);
glm::vec3 p4 = PointOnSphere(i + 45.0f, j + 45.0f);
lines[iline++] = { p1, p2 };
lines[iline++] = { p3, p4 };
lines[iline++] = { p1, p3 };
lines[iline++] = { p2, p4 };
}
}
}
struct Line
{
glm::vec3 p0;
glm::vec3 p1;
};
Line lines[128] {};
} sg_sphere;
//////////////////////////////////////////////////////////////////////////
bool DebugRenderer::Initialize()
{
mShaderProgram = gShadersManager.GetProgramOfType<ShaderProgram_DebugDraw>("debug");
cxx_assert(mShaderProgram);
if (mShaderProgram == nullptr)
{
gConsole.LogMessage(eLogLevel_Warning, "Cannot load debug shader program");
return false;
}
mShaderProgram->InitRenderData();
// load shader program and create vertex buffer
mVertexBuffer = gRenderDevice.CreateVertexBuffer(eBufferUsage_Dynamic, sizeof(mCachedVertices));
if (!mVertexBuffer)
{
gConsole.LogMessage(eLogLevel_Warning, "Cannot allocate video memory for DebugRenderer");
return false;
}
mVertexBuffer->ConfigureVertexDefinitions(Vertex3D_Debug_Definition::Get());
mNumCachedVertices = 0;
mBufferOffset = 0;
return true;
}
void DebugRenderer::Shutdown()
{
mVertexBuffer = nullptr;
mShaderProgram = nullptr;
}
void DebugRenderer::BeginFrame(Camera& camera)
{
mShaderProgram->SetViewProjectionMatrix(camera.mViewProjectionMatrix);
mShaderProgram->BindProgram();
// setup render state
RenderStates defaultRenderState;
gRenderDevice.SetRenderState(defaultRenderState);
}
void DebugRenderer::EndFrame()
{
Flush();
}
void DebugRenderer::Flush()
{
if (mNumCachedVertices == 0)
return;
bool success = mVertexBuffer->SubData(mBufferOffset * Sizeof_DebugVertex3D, mNumCachedVertices * Sizeof_DebugVertex3D, mCachedVertices + mBufferOffset);
cxx_assert(success);
if (success)
{
// bind attributes and render
gRenderDevice.BindVertexBuffer(mVertexBuffer.get());
gRenderDevice.RenderPrimitives(ePrimitiveType_Lines, mBufferOffset, mNumCachedVertices);
}
mBufferOffset += mNumCachedVertices;
if (mBufferOffset >= MAX_CACHED_VERTICES)
{
mBufferOffset = 0;
}
mNumCachedVertices = 0;
}
void DebugRenderer::RenderAABoundingBox(const cxx::aabbox& box)
{
const glm::vec3& min = box.mMin;
const glm::vec3& max = box.mMax;
// corners
glm::vec3 v1(max.x, min.y, min.z);
glm::vec3 v2(max.x, max.y, min.z);
glm::vec3 v3(min.x, max.y, min.z);
glm::vec3 v4(min.x, min.y, max.z);
glm::vec3 v5(max.x, min.y, max.z);
glm::vec3 v6(min.x, max.y, max.z);
// push lines
RenderLine(min, v1);
RenderLine(v1, v2);
RenderLine(v2, v3);
RenderLine(v3, min);
RenderLine(v4, v5);
RenderLine(v5, max);
RenderLine(max, v6);
RenderLine(v6, v4);
RenderLine(min, v4);
RenderLine(v1, v5);
RenderLine(v2, max);
RenderLine(v3, v6);
}
void DebugRenderer::RenderBoundingSphere(const cxx::bounding_sphere& boundingSphere)
{
for (const auto& sphereLine : sg_sphere.lines)
{
const glm::vec3 startp (
sphereLine.p0.x * boundingSphere.mRadius + boundingSphere.mOrigin.x,
sphereLine.p0.y * boundingSphere.mRadius + boundingSphere.mOrigin.y,
sphereLine.p0.z * boundingSphere.mRadius + boundingSphere.mOrigin.z
);
const glm::vec3 endp (
sphereLine.p1.x * boundingSphere.mRadius + boundingSphere.mOrigin.x,
sphereLine.p1.y * boundingSphere.mRadius + boundingSphere.mOrigin.y,
sphereLine.p1.z * boundingSphere.mRadius + boundingSphere.mOrigin.z
);
RenderLine(startp, endp);
}
}
void DebugRenderer::RenderOrientationAxes(
const glm::vec3& origin,
const glm::vec3& upDirection,
const glm::vec3& lookDirection,
const glm::vec3& rightDirection, float axisLength)
{
SetRenderColor(COLOR_RED);
RenderLine(origin, origin + (rightDirection * axisLength)); // x is red
SetRenderColor(COLOR_GREEN);
RenderLine(origin, origin + (upDirection * axisLength)); // y is green
SetRenderColor(COLOR_BLUE);
RenderLine(origin, origin + (lookDirection * axisLength)); // z is blue
}
void DebugRenderer::RenderGrid(const glm::vec3& origin, const Point2D& dimensions, const glm::vec2& cellSize)
{
const glm::vec3 cornerTL = origin + glm::vec3 {
-(cellSize.x * dimensions.x) / 2.0f,
0.0f,
-(cellSize.y * dimensions.y) / 2.0f
};
const glm::vec3 cornerTR = origin + glm::vec3 {
(cellSize.x * dimensions.x) / 2.0f,
0.0f,
-(cellSize.y * dimensions.y) / 2.0f
};
const glm::vec3 cornerBL = origin + glm::vec3 {
-(cellSize.x * dimensions.x) / 2.0f,
0.0f,
(cellSize.y * dimensions.y) / 2.0f
};
for (int iy = 0; iy < dimensions.y + 1; ++iy)
{
const glm::vec3 voffset{0.0f, 0.0f, iy * cellSize.y};
RenderLine(cornerTL + voffset, cornerTR + voffset);
}
for (int ix = 0; ix < dimensions.x + 1; ++ix)
{
const glm::vec3 voffset{ix * cellSize.x, 0.0f, 0.0f};
RenderLine(cornerTL + voffset, cornerBL + voffset);
}
}