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Added Mask & StickyTime to Draw Debug

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Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 10 年之前
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b1fbc0259f
共有 6 個文件被更改,包括 75 次插入20 次删除
  1. +21
    -0
      src/debug/lines.cpp
  2. +0
    -2
      src/lol/algorithm/aabb_tree.h
  3. +7
    -0
      src/lol/debug/lines.h
  4. +43
    -16
      src/scene.cpp
  5. +3
    -1
      src/scene.h
  6. +1
    -1
      src/ticker.cpp

+ 21
- 0
src/debug/lines.cpp 查看文件

@@ -17,6 +17,27 @@
namespace lol
{

//Resets draw infos
void Debug::ResetDrawSetup()
{
g_scene->SetLineTime();
g_scene->SetLineMask();
}
//Sets draw infos
void Debug::DrawSetup(float new_time)
{
g_scene->SetLineTime(new_time);
}
void Debug::DrawSetup(int new_mask)
{
g_scene->SetLineMask(new_mask);
}
void Debug::DrawSetup(float new_time, int new_mask)
{
g_scene->SetLineTime(new_time);
g_scene->SetLineMask(new_mask);
}

void Debug::DrawLine(vec3 a, vec3 b, vec4 color)
{
g_scene->AddLine(a, b, color);


+ 0
- 2
src/lol/algorithm/aabb_tree.h 查看文件

@@ -343,7 +343,6 @@ template <typename TE>
class QuadTree : public AABBTree<TE, vec2, box2, 4>
{
friend void Debug::Draw<TE>(OcTree<TE>* tree, vec4 color);
//template <typename TEE> friend void Debug::Draw(QuadTree<TEE>* tree, vec4 color);
public:
QuadTree() { m_debug_y_offset = 0.f; }
virtual ~QuadTree() { }
@@ -357,7 +356,6 @@ template <typename TE>
class OcTree : public AABBTree<TE, vec3, box3, 8>
{
friend void Debug::Draw<TE>(OcTree<TE>* tree, vec4 color);
//template <typename TEE> friend void Debug::Draw(OcTree<TEE>* tree, vec4 color);
public:
OcTree() { }
virtual ~OcTree() { }


+ 7
- 0
src/lol/debug/lines.h 查看文件

@@ -24,6 +24,13 @@ namespace lol
namespace Debug
{

//Resets draw infos
void ResetDrawSetup();
//Sets draw infos
void DrawSetup(float new_time);
void DrawSetup(int new_mask);
void DrawSetup(float new_time, int new_mask);

void DrawLine(vec3 a, vec3 b, vec4 color);
void DrawBox(box3 a, vec4 color);
void DrawBox(vec3 a, vec3 b, vec4 color);


+ 43
- 16
src/scene.cpp 查看文件

@@ -59,8 +59,11 @@ private:
/* New scenegraph */
Array<Primitive> m_primitives;

/* Old API */
Array<vec3, vec3, vec4> m_lines;
/* Old API <P0, P1, COLOR, TIME, MASK> */
float m_new_line_time;
int m_new_line_mask;
Array<vec3, vec3, vec4, float, int> m_lines;
int m_debug_mask;
Shader *m_line_shader;
VertexDeclaration *m_line_vdecl;

@@ -94,6 +97,10 @@ Scene::Scene(ivec2 size)

data->m_line_shader = 0;
data->m_line_vdecl = new VertexDeclaration(VertexStream<vec3,vec4>(VertexUsage::Position, VertexUsage::Color));

data->m_debug_mask = 1;
SetLineTime();
SetLineMask();
}

Scene::~Scene()
@@ -173,9 +180,18 @@ void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale)
data->m_tiles.Push(t);
}

void Scene::SetLineTime(float new_time)
{
data->m_new_line_time = new_time;
}
void Scene::SetLineMask(int new_mask)
{
data->m_new_line_mask = new_mask;
}

void Scene::AddLine(vec3 a, vec3 b, vec4 color)
{
data->m_lines.Push(a, b, color);
data->m_lines.Push(a, b, color, data->m_new_line_time, data->m_new_line_mask);
}

void Scene::AddLight(Light *l)
@@ -315,7 +331,7 @@ void Scene::RenderTiles() // XXX: rename to Blit()
#endif
}

void Scene::RenderLines() // XXX: rename to Blit()
void Scene::RenderLines(float seconds) // XXX: rename to Blit()
{
RenderContext rc;

@@ -331,19 +347,30 @@ void Scene::RenderLines() // XXX: rename to Blit()
if (!data->m_line_shader)
data->m_line_shader = Shader::Create(LOLFX_RESOURCE_NAME(line));

VertexBuffer *vb = new VertexBuffer((sizeof(vec3) + sizeof(vec4)) * 2 * linecount);
float *vertex = (float *)vb->Lock(0, 0);
Array<vec3, vec4, vec3, vec4> buff;
buff.Resize(linecount);
int real_linecount = 0;
for (int i = 0; i < linecount; i++)
{
memcpy(vertex, &data->m_lines[i].m1, sizeof(vec3));
vertex += 3;
memcpy(vertex, &data->m_lines[i].m3, sizeof(vec4));
vertex += 4;
memcpy(vertex, &data->m_lines[i].m2, sizeof(vec3));
vertex += 3;
memcpy(vertex, &data->m_lines[i].m3, sizeof(vec4));
vertex += 4;
if (data->m_lines[i].m5 & data->m_debug_mask)
{
buff[real_linecount].m1 = data->m_lines[i].m1;
buff[real_linecount].m2 = data->m_lines[i].m3;
buff[real_linecount].m3 = data->m_lines[i].m2;
buff[real_linecount].m4 = data->m_lines[i].m3;
real_linecount++;
}
data->m_lines[i].m4 -= seconds;
if (data->m_lines[i].m4 < 0.f)
{
data->m_lines.RemoveSwap(i--);
linecount--;
}
}
int vb_size = (sizeof(vec3) + sizeof(vec4)) * 2 * real_linecount;
VertexBuffer *vb = new VertexBuffer(vb_size);
float *vertex = (float *)vb->Lock(0, 0);
memcpy(vertex, buff.Data(), vb_size);
vb->Unlock();

data->m_line_shader->Bind();
@@ -362,11 +389,11 @@ void Scene::RenderLines() // XXX: rename to Blit()

data->m_line_vdecl->Bind();
data->m_line_vdecl->SetStream(vb, attr_pos, attr_col);
data->m_line_vdecl->DrawElements(MeshPrimitive::Lines, 0, 2 * linecount);
data->m_line_vdecl->DrawElements(MeshPrimitive::Lines, 0, 2 * real_linecount);
data->m_line_vdecl->Unbind();
data->m_line_shader->Unbind();

data->m_lines.Empty();
//data->m_lines.Empty();
delete vb;
}



+ 3
- 1
src/scene.h 查看文件

@@ -45,7 +45,7 @@ public:

void RenderPrimitives();
void RenderTiles();
void RenderLines();
void RenderLines(float seconds);

/* New scenegraph */
void AddPrimitive(Mesh *mesh, Shader *shader, mat4 const &matrix);
@@ -53,6 +53,8 @@ public:
/* FIXME: this should be deprecated -- it doesn't really match
* the architecture we want to build */
void AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale);
void SetLineTime(float new_time=-1.f);
void SetLineMask(int new_mask=0xFFFFFFFF);
void AddLine(vec3 a, vec3 b, vec4 color);

void AddLight(Light *light);


+ 1
- 1
src/ticker.cpp 查看文件

@@ -411,7 +411,7 @@ void TickerData::DrawThreadTick()
/* Do this render step */
g_scene->RenderPrimitives();
g_scene->RenderTiles();
g_scene->RenderLines();
g_scene->RenderLines(data->deltatime);
}

Profiler::Stop(Profiler::STAT_TICK_DRAW);


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