0ad/source/renderer/DebugRenderer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

438 lines
14 KiB
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/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#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/hash.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Brush.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "ps/CStrInternStatic.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include <cmath>
void CDebugRenderer::Initialize()
{
const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
}
void CDebugRenderer::DrawLine(
const CVector3D& from, const CVector3D& to, const CColor& color,
const float width, const bool depthTestEnabled)
{
if (from == to)
return;
DrawLine({from, to}, color, width, depthTestEnabled);
}
void CDebugRenderer::DrawLine(
const std::vector<CVector3D>& line, const CColor& color,
const float width, const bool depthTestEnabled)
{
if (line.size() <= 1)
return;
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
CShaderTechniquePtr debugLineTech =
GetShaderTechnique(str_debug_line, color, depthTestEnabled);
deviceCommandContext->SetGraphicsPipelineState(
debugLineTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
const CCamera& viewCamera = g_Renderer.GetSceneRenderer().GetViewCamera();
Renderer::Backend::IShaderProgram* debugLineShader = debugLineTech->GetShader();
const CMatrix3D transform = viewCamera.GetViewProjection();
deviceCommandContext->SetUniform(
debugLineShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
debugLineShader->GetBindingSlot(str_color), color.AsFloatArray());
const CVector3D cameraIn = viewCamera.GetOrientation().GetIn();
std::vector<float> vertices;
vertices.reserve(line.size() * 6 * 3);
#define ADD(position) \
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);
for (size_t idx = 1; idx < line.size(); ++idx)
{
const CVector3D from = line[idx - 1];
const CVector3D to = line[idx];
const CVector3D direction = (to - from).Normalized();
const CVector3D view = direction.Dot(cameraIn) > 0.9f ?
CVector3D(0.0f, 1.0f, 0.0f) :
cameraIn;
const CVector3D offset = view.Cross(direction).Normalized() * width;
ADD(from + offset)
ADD(to - offset)
ADD(to + offset)
ADD(from + offset)
ADD(from - offset)
ADD(to - offset)
}
#undef ADD
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
deviceCommandContext->EndPass();
}
void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, const CColor& color)
{
CShaderTechniquePtr debugCircleTech =
GetShaderTechnique(str_debug_line, color);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
debugCircleTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
Renderer::Backend::IShaderProgram* debugCircleShader = debugCircleTech->GetShader();
const CMatrix3D transform = camera.GetViewProjection();
deviceCommandContext->SetUniform(
debugCircleShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
debugCircleShader->GetBindingSlot(str_color), color.AsFloatArray());
const CVector3D cameraUp = camera.GetOrientation().GetUp();
const CVector3D cameraLeft = camera.GetOrientation().GetLeft();
std::vector<float> vertices;
#define ADD(position) \
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);
constexpr size_t segments = 16;
for (size_t idx = 0; idx <= segments; ++idx)
{
const float angle = M_PI * 2.0f * idx / segments;
const CVector3D offset = cameraUp * sin(angle) - cameraLeft * cos(angle);
const float nextAngle = M_PI * 2.0f * (idx + 1) / segments;
const CVector3D nextOffset = cameraUp * sin(nextAngle) - cameraLeft * cos(nextAngle);
ADD(origin)
ADD(origin + offset * radius)
ADD(origin + nextOffset * radius)
}
#undef ADD
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
deviceCommandContext->EndPass();
}
void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& color, int intermediates, bool wireframe)
{
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]);
}
CShaderTechniquePtr overlayTech =
GetShaderTechnique(str_debug_line, color, true, wireframe);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
overlayTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* overlayShader = overlayTech->GetShader();
const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
overlayShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
overlayShader->GetBindingSlot(str_color), color.AsFloatArray());
std::vector<float> vertices;
#define ADD(position) \
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);
// Near plane.
ADD(nearPoints[0]);
ADD(nearPoints[1]);
ADD(nearPoints[2]);
ADD(nearPoints[0]);
ADD(nearPoints[2]);
ADD(nearPoints[3]);
// Far plane.
ADD(farPoints[0]);
ADD(farPoints[1]);
ADD(farPoints[2]);
ADD(farPoints[0]);
ADD(farPoints[2]);
ADD(farPoints[3]);
// Intermediate planes.
CVector3D intermediatePoints[4];
for (int i = 0; i < intermediates; ++i)
{
const 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);
ADD(intermediatePoints[0]);
ADD(intermediatePoints[1]);
ADD(intermediatePoints[2]);
ADD(intermediatePoints[0]);
ADD(intermediatePoints[2]);
ADD(intermediatePoints[3]);
}
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
vertices.clear();
// Connection lines.
for (int i = 0; i < 4; ++i)
{
const int nextI = (i + 1) % 4;
ADD(nearPoints[i]);
ADD(farPoints[nextI]);
ADD(farPoints[i]);
ADD(nearPoints[i]);
ADD(nearPoints[nextI]);
ADD(farPoints[nextI]);
}
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
#undef ADD
deviceCommandContext->EndPass();
}
void CDebugRenderer::DrawBoundingBox(
const CBoundingBoxAligned& boundingBox, const CColor& color,
bool wireframe)
{
DrawBoundingBox(
boundingBox, color,
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection(), wireframe);
}
void CDebugRenderer::DrawBoundingBox(
const CBoundingBoxAligned& boundingBox, const CColor& color,
const CMatrix3D& transform, bool wireframe)
{
CShaderTechniquePtr shaderTech =
GetShaderTechnique(str_debug_line, color, true, wireframe);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
shaderTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_color), color.AsFloatArray());
std::vector<float> 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(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
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, data.data(), data.size() * sizeof(data[0]));
deviceCommandContext->Draw(0, 6 * 6);
deviceCommandContext->EndPass();
}
void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color, bool wireframe)
{
CShaderTechniquePtr shaderTech =
GetShaderTechnique(str_debug_line, color, true, wireframe);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
shaderTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader();
const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_color), color.AsFloatArray());
std::vector<float> data;
std::vector<std::vector<size_t>> faces;
brush.GetFaces(faces);
#define ADD_VERT(a) \
STMT( \
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)
{
ADD_VERT(0);
ADD_VERT(j);
ADD_VERT(j+1);
}
}
#undef ADD_VERT
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, data.data(), data.size() * sizeof(data[0]));
deviceCommandContext->Draw(0, data.size() / 5);
deviceCommandContext->EndPass();
}
size_t CDebugRenderer::ShaderTechniqueKeyHash::operator()(
const ShaderTechniqueKey& key) const
{
size_t seed = 0;
hash_combine(seed, key.name.GetHash());
hash_combine(seed, key.transparent);
hash_combine(seed, key.depthTestEnabled);
hash_combine(seed, key.wireframe);
return seed;
}
bool CDebugRenderer::ShaderTechniqueKeyEqual::operator()(
const ShaderTechniqueKey& lhs, const ShaderTechniqueKey& rhs) const
{
return
lhs.name == rhs.name && lhs.transparent == rhs.transparent &&
lhs.depthTestEnabled == rhs.depthTestEnabled &&
lhs.wireframe == rhs.wireframe;
}
const CShaderTechniquePtr& CDebugRenderer::GetShaderTechnique(
const CStrIntern name, const CColor& color, const bool depthTestEnabled,
const bool wireframe)
{
const ShaderTechniqueKey key{
name, color.a != 1.0f, depthTestEnabled, wireframe};
CShaderTechniquePtr& shaderTechnique = m_ShaderTechniqueMapping[key];
if (shaderTechnique)
return shaderTechnique;
shaderTechnique = g_Renderer.GetShaderManager().LoadEffect(
name, {},
[key](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
{
pipelineStateDesc.depthStencilState.depthTestEnabled = key.depthTestEnabled;
if (key.transparent)
{
pipelineStateDesc.blendState.enabled = true;
pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
Renderer::Backend::BlendFactor::SRC_ALPHA;
pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
Renderer::Backend::BlendOp::ADD;
}
else
pipelineStateDesc.blendState.enabled = false;
if (key.wireframe)
pipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::PolygonMode::LINE;
pipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
});
return shaderTechnique;
}