/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "renderer/DebugRenderer.h" #include "graphics/Camera.h" #include "graphics/Color.h" #include "graphics/ShaderManager.h" #include "graphics/ShaderProgram.h" #include "lib/ogl.h" #include "maths/BoundingBoxAligned.h" #include "maths/Brush.h" #include "maths/Vector3D.h" #include "renderer/Renderer.h" #include void CDebugRenderer::DrawLine(const CVector3D& from, const CVector3D& to, const CColor& color, const float width) { if (from == to) return; #if CONFIG2_GLES #warning TODO: implement drawing line for GLES #else CShaderTechniquePtr debugLineTech = g_Renderer.GetShaderManager().LoadEffect(str_debug_line); debugLineTech->BeginPass(); CShaderProgramPtr debugLineShader = debugLineTech->GetShader(); debugLineShader->Bind(); debugLineShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); debugLineShader->Uniform(str_color, color); // Basis to set a line with the width in R^3 space. const CVector3D direction = (to - from).Normalized(); const CVector3D upCandidate = direction.Dot(CVector3D(0.0f, 1.0f, 0.0f)) > 0.9f ? CVector3D(1.0f, 0.0f, 0.0f) : CVector3D(0.0f, 1.0f, 0.0f); const CVector3D right = direction.Cross(upCandidate).Normalized(); const CVector3D up = direction.Cross(right); std::vector vertices; const size_t splits = 3; float angle = 0.0f; const float step = static_cast(M_PI * 2.0f / splits); for (size_t idx = 0; idx <= splits; ++idx, angle += step) { const CVector3D offset = (right * std::cos(angle) + up * std::sin(angle)) * width; const CVector3D a = from + offset; const CVector3D b = to + offset; vertices.emplace_back(a.X); vertices.emplace_back(a.Y); vertices.emplace_back(a.Z); vertices.emplace_back(b.X); vertices.emplace_back(b.Y); vertices.emplace_back(b.Z); } debugLineShader->VertexPointer(3, GL_FLOAT, sizeof(float) * 3, vertices.data()); debugLineShader->AssertPointersBound(); glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size() / 3); debugLineShader->Unbind(); debugLineTech->EndPass(); #endif } void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, int intermediates) const { #if CONFIG2_GLES #warning TODO: implement camera frustum for GLES #else CCamera::Quad nearPoints; CCamera::Quad farPoints; camera.GetViewQuad(camera.GetNearPlane(), nearPoints); camera.GetViewQuad(camera.GetFarPlane(), farPoints); for(int i = 0; i < 4; i++) { nearPoints[i] = camera.m_Orientation.Transform(nearPoints[i]); farPoints[i] = camera.m_Orientation.Transform(farPoints[i]); } // near plane glBegin(GL_POLYGON); glVertex3fv(&nearPoints[0].X); glVertex3fv(&nearPoints[1].X); glVertex3fv(&nearPoints[2].X); glVertex3fv(&nearPoints[3].X); glEnd(); // far plane glBegin(GL_POLYGON); glVertex3fv(&farPoints[0].X); glVertex3fv(&farPoints[1].X); glVertex3fv(&farPoints[2].X); glVertex3fv(&farPoints[3].X); glEnd(); // connection lines glBegin(GL_QUAD_STRIP); glVertex3fv(&nearPoints[0].X); glVertex3fv(&farPoints[0].X); glVertex3fv(&nearPoints[1].X); glVertex3fv(&farPoints[1].X); glVertex3fv(&nearPoints[2].X); glVertex3fv(&farPoints[2].X); glVertex3fv(&nearPoints[3].X); glVertex3fv(&farPoints[3].X); glVertex3fv(&nearPoints[0].X); glVertex3fv(&farPoints[0].X); glEnd(); // intermediate planes CVector3D intermediatePoints[4]; for(int i = 0; i < intermediates; ++i) { float t = (i + 1.0f) / (intermediates + 1.0f); for(int j = 0; j < 4; ++j) intermediatePoints[j] = nearPoints[j] * t + farPoints[j] * (1.0f - t); glBegin(GL_POLYGON); glVertex3fv(&intermediatePoints[0].X); glVertex3fv(&intermediatePoints[1].X); glVertex3fv(&intermediatePoints[2].X); glVertex3fv(&intermediatePoints[3].X); glEnd(); } #endif } void CDebugRenderer::DrawBoundingBox(const CBoundingBoxAligned& boundingBox, const CShaderProgramPtr& shader) const { std::vector data; #define ADD_FACE(x, y, z) \ ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \ ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z); #define ADD_PT(u_, v_, x, y, z) \ STMT(int u = u_; int v = v_; \ data.push_back(u); \ data.push_back(v); \ data.push_back(boundingBox[x].X); \ data.push_back(boundingBox[y].Y); \ data.push_back(boundingBox[z].Z); \ ) ADD_FACE(u, v, 0); ADD_FACE(0, u, v); ADD_FACE(u, 0, 1-v); ADD_FACE(u, 1-v, 1); ADD_FACE(1, u, 1-v); ADD_FACE(u, 1, v); #undef ADD_FACE shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]); shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]); shader->AssertPointersBound(); glDrawArrays(GL_TRIANGLES, 0, 6*6); } void CDebugRenderer::DrawBoundingBoxOutline(const CBoundingBoxAligned& boundingBox, const CShaderProgramPtr& shader) const { std::vector data; #define ADD_FACE(x, y, z) \ ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); \ ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \ ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); \ ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z); #define ADD_PT(u_, v_, x, y, z) \ STMT(int u = u_; int v = v_; \ data.push_back(u); \ data.push_back(v); \ data.push_back(boundingBox[x].X); \ data.push_back(boundingBox[y].Y); \ data.push_back(boundingBox[z].Z); \ ) ADD_FACE(u, v, 0); ADD_FACE(0, u, v); ADD_FACE(u, 0, 1-v); ADD_FACE(u, 1-v, 1); ADD_FACE(1, u, 1-v); ADD_FACE(u, 1, v); #undef ADD_FACE shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]); shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]); shader->AssertPointersBound(); glDrawArrays(GL_LINES, 0, 6*8); } void CDebugRenderer::DrawBrush(const CBrush& brush, const CShaderProgramPtr& shader) const { std::vector data; std::vector> faces; brush.GetFaces(faces); #define ADD_VERT(a) \ STMT( \ data.push_back(u); \ data.push_back(v); \ data.push_back(brush.GetVertices()[faces[i][a]].X); \ data.push_back(brush.GetVertices()[faces[i][a]].Y); \ data.push_back(brush.GetVertices()[faces[i][a]].Z); \ ) for (size_t i = 0; i < faces.size(); ++i) { // Triangulate into (0,1,2), (0,2,3), ... for (size_t j = 1; j < faces[i].size() - 2; ++j) { float u = 0; float v = 0; ADD_VERT(0); ADD_VERT(j); ADD_VERT(j+1); } } #undef ADD_VERT shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]); shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]); shader->AssertPointersBound(); glDrawArrays(GL_TRIANGLES, 0, data.size() / 5); } void CDebugRenderer::DrawBrushOutline(const CBrush& brush, const CShaderProgramPtr& shader) const { std::vector data; std::vector> faces; brush.GetFaces(faces); #define ADD_VERT(a) \ STMT( \ data.push_back(u); \ data.push_back(v); \ data.push_back(brush.GetVertices()[faces[i][a]].X); \ data.push_back(brush.GetVertices()[faces[i][a]].Y); \ data.push_back(brush.GetVertices()[faces[i][a]].Z); \ ) for (size_t i = 0; i < faces.size(); ++i) { for (size_t j = 0; j < faces[i].size() - 1; ++j) { float u = 0; float v = 0; ADD_VERT(j); ADD_VERT(j+1); } } #undef ADD_VERT shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]); shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]); shader->AssertPointersBound(); glDrawArrays(GL_LINES, 0, data.size() / 5); }