#include "render/debugrender.h" #include "render/render_shared.h" #include "render/render.h" #include "render/renderdevice.h" #include "render/vertexbuffer.h" #include "render/shadersystem.h" #include "glad/glad.h" struct DebugVertex { Vec3 position; Vec3 color; }; static InputLayoutDesc_t g_debugRenderLayout[] = { { VERTEXATTR_VEC3, SHADERSEMANTIC_POSITION }, { VERTEXATTR_VEC3, SHADERSEMANTIC_COLOR } }; const int kEllipseVertexBufferSize = 114; const int kEllipseIndexBufferSize = 672; void FillVertexBuffer( VertexBuffer* _pVertexBuffer, const Vec3& _Color ) { static Vec3 previousColor = Vec3(0.0f, 0.0f, 0.0f); if (previousColor.x == _Color.x && previousColor.y == _Color.y && previousColor.z == _Color.z) return; float vertices[] = { 0.0000f,0.0000f,1.0000f, 0.0000f,0.3827f,0.9239f, -0.1464f,0.3536f,0.9239f, -0.2706f,0.2706f,0.9239f, -0.3536f,0.1464f,0.9239f, -0.3827f,0.0000f,0.9239f, -0.3536f,-0.1464f,0.9239f, -0.2706f,-0.2706f,0.9239f, -0.1464f,-0.3536f,0.9239f, 0.0000f,-0.3827f,0.9239f, 0.1464f,-0.3536f,0.9239f, 0.2706f,-0.2706f,0.9239f, 0.3536f,-0.1464f,0.9239f, 0.3827f,0.0000f,0.9239f, 0.3536f,0.1464f,0.9239f, 0.2706f,0.2706f,0.9239f, 0.1464f,0.3536f,0.9239f, 0.0000f,0.7071f,0.7071f, -0.2706f,0.6533f,0.7071f, -0.5000f,0.5000f,0.7071f, -0.6533f,0.2706f,0.7071f, -0.7071f,0.0000f,0.7071f, -0.6533f,-0.2706f,0.7071f, -0.5000f,-0.5000f,0.7071f, -0.2706f,-0.6533f,0.7071f, 0.0000f,-0.7071f,0.7071f, 0.2706f,-0.6533f,0.7071f, 0.5000f,-0.5000f,0.7071f, 0.6533f,-0.2706f,0.7071f, 0.7071f,0.0000f,0.7071f, 0.6533f,0.2706f,0.7071f, 0.5000f,0.5000f,0.7071f, 0.2706f,0.6533f,0.7071f, 0.0000f,0.9239f,0.3827f, -0.3536f,0.8536f,0.3827f, -0.6533f,0.6533f,0.3827f, -0.8536f,0.3536f,0.3827f, -0.9239f,0.0000f,0.3827f, -0.8536f,-0.3536f,0.3827f, -0.6533f,-0.6533f,0.3827f, -0.3536f,-0.8536f,0.3827f, 0.0000f,-0.9239f,0.3827f, 0.3536f,-0.8536f,0.3827f, 0.6533f,-0.6533f,0.3827f, 0.8536f,-0.3536f,0.3827f, 0.9239f,0.0000f,0.3827f, 0.8536f,0.3536f,0.3827f, 0.6533f,0.6533f,0.3827f, 0.3536f,0.8536f,0.3827f, 0.0000f,1.0000f,0.0000f, -0.3827f,0.9239f,0.0000f, -0.7071f,0.7071f,0.0000f, -0.9239f,0.3827f,0.0000f, -1.0000f,0.0000f,0.0000f, -0.9239f,-0.3827f,0.0000f, -0.7071f,-0.7071f,0.0000f, -0.3827f,-0.9239f,0.0000f, 0.0000f,-1.0000f,0.0000f, 0.3827f,-0.9239f,0.0000f, 0.7071f,-0.7071f,0.0000f, 0.9239f,-0.3827f,0.0000f, 1.0000f,0.0000f,0.0000f, 0.9239f,0.3827f,0.0000f, 0.7071f,0.7071f,0.0000f, 0.3827f,0.9239f,0.0000f, 0.0000f,0.9239f,-0.3827f, -0.3536f,0.8536f,-0.3827f, -0.6533f,0.6533f,-0.3827f, -0.8536f,0.3536f,-0.3827f, -0.9239f,0.0000f,-0.3827f, -0.8536f,-0.3536f,-0.3827f, -0.6533f,-0.6533f,-0.3827f, -0.3536f,-0.8536f,-0.3827f, 0.0000f,-0.9239f,-0.3827f, 0.3536f,-0.8536f,-0.3827f, 0.6533f,-0.6533f,-0.3827f, 0.8536f,-0.3536f,-0.3827f, 0.9239f,0.0000f,-0.3827f, 0.8536f,0.3536f,-0.3827f, 0.6533f,0.6533f,-0.3827f, 0.3536f,0.8536f,-0.3827f, 0.0000f,0.7071f,-0.7071f, -0.2706f,0.6533f,-0.7071f, -0.5000f,0.5000f,-0.7071f, -0.6533f,0.2706f,-0.7071f, -0.7071f,0.0000f,-0.7071f, -0.6533f,-0.2706f,-0.7071f, -0.5000f,-0.5000f,-0.7071f, -0.2706f,-0.6533f,-0.7071f, 0.0000f,-0.7071f,-0.7071f, 0.2706f,-0.6533f,-0.7071f, 0.5000f,-0.5000f,-0.7071f, 0.6533f,-0.2706f,-0.7071f, 0.7071f,0.0000f,-0.7071f, 0.6533f,0.2706f,-0.7071f, 0.5000f,0.5000f,-0.7071f, 0.2706f,0.6533f,-0.7071f, 0.0000f,0.3827f,-0.9239f, -0.1464f,0.3536f,-0.9239f, -0.2706f,0.2706f,-0.9239f, -0.3536f,0.1464f,-0.9239f, -0.3827f,0.0000f,-0.9239f, -0.3536f,-0.1464f,-0.9239f, -0.2706f,-0.2706f,-0.9239f, -0.1464f,-0.3536f,-0.9239f, 0.0000f,-0.3827f,-0.9239f, 0.1464f,-0.3536f,-0.9239f, 0.2706f,-0.2706f,-0.9239f, 0.3536f,-0.1464f,-0.9239f, 0.3827f,0.0000f,-0.9239f, 0.3536f,0.1464f,-0.9239f, 0.2706f,0.2706f,-0.9239f, 0.1464f,0.3536f,-0.9239f, 0.0000f,0.0000f,-1.0000f }; const int vcnt = sizeof(vertices) / (sizeof(float) * 3); DebugVertex verts[vcnt]; for (int i = 0; i < vcnt; i++) { int k = i * 3; verts[i].position.x = vertices[k]; verts[i].position.y = vertices[k + 1]; verts[i].position.z = vertices[k + 2]; verts[i].color = _Color; } DebugVertex* pAGPMemory = ( DebugVertex* )_pVertexBuffer->MapBuffer( BufferAccess::WRITE_ONLY ); memcpy( pAGPMemory, verts, sizeof( verts ) ); _pVertexBuffer->UnmapBuffer(); previousColor = _Color; } IndexBuffer* CreateEllipseIndexBuffer() { uint16_t faces[224 * 3] = { 0,1,2, 0,2,3, 0,3,4, 0,4,5, 0,5,6, 0,6,7, 0,7,8, 0,8,9, 0,9,10, 0,10,11, 0,11,12, 0,12,13, 0,13,14, 0,14,15, 0,15,16, 0,16,1, 1,17,18, 1,18,2, 2,18,19, 2,19,3, 3,19,20, 3,20,4, 4,20,21, 4,21,5, 5,21,22, 5,22,6, 6,22,23, 6,23,7, 7,23,24, 7,24,8, 8,24,25, 8,25,9, 9,25,26, 9,26,10, 10,26,27, 10,27,11, 11,27,28, 11,28,12, 12,28,29, 12,29,13, 13,29,30, 13,30,14, 14,30,31, 14,31,15, 15,31,32, 15,32,16, 16,32,17, 16,17,1, 17,33,34, 17,34,18, 18,34,35, 18,35,19, 19,35,36, 19,36,20, 20,36,37, 20,37,21, 21,37,38, 21,38,22, 22,38,39, 22,39,23, 23,39,40, 23,40,24, 24,40,41, 24,41,25, 25,41,42, 25,42,26, 26,42,43, 26,43,27, 27,43,44, 27,44,28, 28,44,45, 28,45,29, 29,45,46, 29,46,30, 30,46,47, 30,47,31, 31,47,48, 31,48,32, 32,48,33, 32,33,17, 33,49,50, 33,50,34, 34,50,51, 34,51,35, 35,51,52, 35,52,36, 36,52,53, 36,53,37, 37,53,54, 37,54,38, 38,54,55, 38,55,39, 39,55,56, 39,56,40, 40,56,57, 40,57,41, 41,57,58, 41,58,42, 42,58,59, 42,59,43, 43,59,60, 43,60,44, 44,60,61, 44,61,45, 45,61,62, 45,62,46, 46,62,63, 46,63,47, 47,63,64, 47,64,48, 48,64,49, 48,49,33, 49,65,66, 49,66,50, 50,66,67, 50,67,51, 51,67,68, 51,68,52, 52,68,69, 52,69,53, 53,69,70, 53,70,54, 54,70,71, 54,71,55, 55,71,72, 55,72,56, 56,72,73, 56,73,57, 57,73,74, 57,74,58, 58,74,75, 58,75,59, 59,75,76, 59,76,60, 60,76,77, 60,77,61, 61,77,78, 61,78,62, 62,78,79, 62,79,63, 63,79,80, 63,80,64, 64,80,65, 64,65,49, 65,81,82, 65,82,66, 66,82,83, 66,83,67, 67,83,84, 67,84,68, 68,84,85, 68,85,69, 69,85,86, 69,86,70, 70,86,87, 70,87,71, 71,87,88, 71,88,72, 72,88,89, 72,89,73, 73,89,90, 73,90,74, 74,90,91, 74,91,75, 75,91,92, 75,92,76, 76,92,93, 76,93,77, 77,93,94, 77,94,78, 78,94,95, 78,95,79, 79,95,96, 79,96,80, 80,96,81, 80,81,65, 81,97,98, 81,98,82, 82,98,99, 82,99,83, 83,99,100, 83,100,84, 84,100,101, 84,101,85, 85,101,102, 85,102,86, 86,102,103, 86,103,87, 87,103,104, 87,104,88, 88,104,105, 88,105,89, 89,105,106, 89,106,90, 90,106,107, 90,107,91, 91,107,108, 91,108,92, 92,108,109, 92,109,93, 93,109,110, 93,110,94, 94,110,111, 94,111,95, 95,111,112, 95,112,96, 96,112,97, 96,97,81, 113,98,97, 113,99,98, 113,100,99, 113,101,100, 113,102,101, 113,103,102, 113,104,103, 113,105,104, 113,106,105, 113,107,106, 113,108,107, 113,109,108, 113,110,109, 113,111,110, 113,112,111, 113,97,112 }; return g_renderDevice->CreateIndexBuffer(faces, sizeof(faces)); } bool g_drawDebug = false; DebugRender* g_debugRender; DebugRender::DebugRender() { m_verticesBuffer = nullptr; m_ellipseVertexBuffer = nullptr; m_ellipseIndexBuffer = nullptr; m_shader = nullptr; } DebugRender::~DebugRender() { m_verticesBuffer = nullptr; m_shader = nullptr; } void DebugRender::Initialize() { float points[12]; m_verticesBuffer = g_renderDevice->CreateVertexBuffer(points, sizeof(points), true); m_ellipseVertexBuffer = g_renderDevice->CreateVertexBuffer(nullptr, kEllipseVertexBufferSize * sizeof(DebugVertex), true); m_ellipseIndexBuffer = CreateEllipseIndexBuffer(); m_shader = g_shaderSystem->CreateShader("debug_draw", "content/shaders/debug_draw.vs", "content/shaders/debug_draw.ps", g_debugRenderLayout, sizeof(g_debugRenderLayout) / sizeof(g_debugRenderLayout[0])); m_shader->m_stride = sizeof(DebugVertex); glGenVertexArrays(1, &m_vao); } void DebugRender::Shutdown() { glDeleteVertexArrays(1, &m_vao); if (m_ellipseIndexBuffer) { delete m_ellipseIndexBuffer; m_ellipseIndexBuffer = nullptr; } if (m_ellipseVertexBuffer) { delete m_ellipseVertexBuffer; m_ellipseVertexBuffer = nullptr; } if (m_verticesBuffer) { delete m_verticesBuffer; m_verticesBuffer = nullptr; } } void DebugRender::DrawLine(const Vec3& from, const Vec3& to, const Vec3& color) { if (!g_drawDebug) return; Line line; line.from = from; line.color0 = color; line.to = to; line.color1 = color; m_lines.push_back(line); } void DebugRender::DrawBoundingBox(const BoundingBox& box, const glm::vec3& color) { glm::vec3 from = glm::vec3(box.min.x, box.min.y, box.min.z); glm::vec3 to = glm::vec3(box.max.x, box.max.y, box.max.z); glm::vec3 halfExtents = (to - from) * 0.5f; glm::vec3 center = (to + from) * 0.5f; int i, j; glm::vec3 edgecoord(1.f, 1.f, 1.f), pa, pb; for (i = 0; i < 4; i++) { for (j = 0; j < 3; j++) { pa = glm::vec3(edgecoord[0] * halfExtents[0], edgecoord[1] * halfExtents[1], edgecoord[2] * halfExtents[2]); pa += center; int othercoord = j % 3; edgecoord[othercoord] *= -1.f; pb = glm::vec3(edgecoord[0] * halfExtents[0], edgecoord[1] * halfExtents[1], edgecoord[2] * halfExtents[2]); pb += center; DrawLine(Vec3(pa.x, pa.y, pa.z), Vec3(pb.x, pb.y, pb.z) , Vec3(color.x, color.y, color.z) ); } edgecoord = glm::vec3(-1.f, -1.f, -1.f); if (i < 3) edgecoord[i] *= -1.f; } } void DebugRender::DrawEllipse(const glm::mat4& trans, const Vec3& color) { EllipseDrawCmd drawCmd = {}; drawCmd.trans = trans; drawCmd.color = color; m_ellipseDrawCmd.push_back(drawCmd); } void DebugRender::RenderFrame() { if (!g_drawDebug) return; BeginDraw(); // draw lines DrawLinesInternal(); // and clear them m_lines.clear(); // Draw cmds DrawCmds(); // and clear them m_ellipseDrawCmd.clear(); EndDraw(); } void DebugRender::DrawAxis(const Vec3& vec) { const float length = 0.2f; DrawLine(vec, Vec3(vec.x + length, vec.y, vec.z), Vec3(1.0f, 0.0, 0.0f)); DrawLine(vec, Vec3(vec.x, vec.y + length, vec.z), Vec3(0.0f, 0.0f, 1.0f)); DrawLine(vec, Vec3(vec.x, vec.y, vec.z + length), Vec3(0.0f, 1.0f, 0.0f)); } void DebugRender::BeginDraw() { glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (int*)&m_savedVao); glBindVertexArray(m_vao); } void DebugRender::EndDraw() { glBindVertexArray(m_savedVao); } void DebugRender::DrawLinesInternal() { if (m_lines.empty()) return; g_renderDevice->SetDepthTest(true); g_renderDevice->SetDepthWrite(true); g_renderDevice->SetVerticesBuffer(m_verticesBuffer); m_verticesBuffer->UpdateBuffer(m_lines.data(), m_lines.size() * sizeof(Line)); // Bind our shader g_shaderSystem->SetShader(m_shader); // #TODO: Fix stupid bug, when we get very far from wireframe and lines can start cliping View view = g_renderView; view.proj[2][3] -= 0.0001f; glm::mat4 mv = glm::identity(); mv = view.proj * view.view; g_shaderSystem->SetUniformMatrix(m_shader, UNIFORM_MVP_MATRIX, &mv[0]); // draw stuff g_renderDevice->DrawArrays(PT_LINES, 0, m_lines.size() * 2); } void DebugRender::DrawCmds() { if (m_ellipseDrawCmd.empty()) return; g_renderDevice->SetDepthTest(true); g_renderDevice->SetDepthWrite(true); g_renderDevice->SetVerticesBuffer(m_ellipseVertexBuffer); g_renderDevice->SetIndicesBuffer(m_ellipseIndexBuffer); // Bind our shader g_shaderSystem->SetShader(m_shader); for (int i = 0; i < m_ellipseDrawCmd.size(); i++) { const EllipseDrawCmd& cmd = m_ellipseDrawCmd[i]; FillVertexBuffer(m_ellipseVertexBuffer, cmd.color); // #TODO: Fix stupid bug, when we get very far from wireframe and lines can start cliping View view = g_renderView; view.proj[2][3] -= 0.0001f; glm::mat4 mv = glm::identity(); mv = view.proj * view.view * cmd.trans; g_shaderSystem->SetUniformMatrix(m_shader, UNIFORM_MVP_MATRIX, &mv[0]); // draw stuff g_renderDevice->DrawElements( PT_LINES, 672, true ); } }