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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://www.wtfpl.net/ for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include "core.h"
-
- namespace lol
- {
-
- //Resets draw infos
- void Debug::DrawSetupReset()
- {
- g_scene->SetLineTime();
- g_scene->SetLineMask();
- }
- //Sets draw infos
- void Debug::DrawSetupTime(float new_time)
- {
- g_scene->SetLineTime(new_time);
- }
-
- //--
- void Debug::DrawSetupMask(int new_mask)
- {
- g_scene->SetLineMask(new_mask);
- }
-
- //--
- void Debug::DrawSetupSegment(float new_segment_size)
- {
- g_scene->SetLineSegmentSize(new_segment_size);
- }
-
- //--
- void Debug::DrawSetupColor(vec4 color)
- {
- g_scene->SetLineColor(color);
- }
-
- //--
- void Debug::DrawSetup(float new_time, int new_mask, float segment_size, vec4 color)
- {
- Debug::DrawSetupTime(new_time);
- Debug::DrawSetupMask(new_mask);
- Debug::DrawSetupSegment(segment_size);
- Debug::DrawSetupColor(color);
- }
-
- //Screen to world conversion
- vec3 Debug::WorldToScreen(vec3 pos)
- {
- return Debug::WorldToScreen(vec4(pos, 1.f));
- }
- vec3 Debug::WorldToScreen(vec3 pos, mat4 view_proj)
- {
- return Debug::WorldToScreen(vec4(pos, 1.f), view_proj);
- }
- vec3 Debug::WorldToScreen(vec4 pos)
- {
- if (!g_scene || !g_scene->GetCamera())
- return vec3::zero;
- mat4 const view_proj = g_scene->GetCamera()->GetProjection() * g_scene->GetCamera()->GetView();
- return Debug::WorldToScreen(pos, view_proj);
- }
- vec3 Debug::WorldToScreen(vec4 pos, mat4 view_proj)
- {
- vec4 screen_pos = view_proj * pos;
- return (screen_pos / screen_pos.w).xyz;
- }
-
- //--
- vec3 Debug::ScreenToWorld(vec2 pos, float z)
- { return Debug::ScreenToWorld(vec3(pos, z)); }
- vec3 Debug::ScreenToWorld(vec3 pos)
- {
- if (!g_scene || !g_scene->GetCamera())
- return vec3::zero;
- mat4 const inv_view_proj = inverse(g_scene->GetCamera()->GetProjection() * g_scene->GetCamera()->GetView());
- return Debug::ScreenToWorld(pos, inv_view_proj);
- }
- vec3 Debug::ScreenToWorld(vec2 pos, mat4 inv_view_proj, float z)
- { return Debug::ScreenToWorld(vec3(pos, z), inv_view_proj); }
- vec3 Debug::ScreenToWorld(vec3 pos, mat4 inv_view_proj)
- {
- vec4 screen_pos = inv_view_proj * vec4(pos, 1.f);
- return (screen_pos / screen_pos.w).xyz;
- }
- vec3 Debug::ScreenToWorld(vec3 pos, mat4 view, mat4 proj)
- {
- vec4 screen_pos = inverse(proj) * vec4(pos, 1.f);
- return (inverse(view) * (screen_pos / screen_pos.w)).xyz;
- }
-
- //Draw stuff in World
- //-- LINE: 3D -2D - 3D_to_2D
- void Debug::DrawLine(vec3 a, vec3 b) { Debug::DrawLine(a, b, g_scene->GetLineColor()); }
- void Debug::DrawLine(vec2 a, vec3 b, float az) { Debug::DrawLine(a, b, g_scene->GetLineColor(), az); }
- void Debug::DrawLine(vec2 a, vec2 b, float az, float bz) { Debug::DrawLine(a, b, g_scene->GetLineColor(), az, bz); }
- void Debug::DrawLine(vec3 a, vec3 b, vec4 color) { g_scene->AddLine(a, b, color); }
- void Debug::DrawLine(vec2 a, vec3 b, vec4 color, float az) { g_scene->AddLine(a, b, color, az); }
- void Debug::DrawLine(vec2 a, vec2 b, vec4 color, float az, float bz){ g_scene->AddLine(a, b, color, az, bz); }
-
- //-- ARROW: 3D -2D - 3D_to_2D
- void Debug::DrawArrow(vec3 a, vec3 b, vec2 s) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y)); }
- void Debug::DrawArrow(vec2 a, vec3 b, vec2 s, float az) { Debug::DrawArrow(a, b.xy, vec3(s.x, s.y, s.y), az, b.z); }
- void Debug::DrawArrow(vec2 a, vec2 b, vec2 s, float az, float bz) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), az, bz); }
- void Debug::DrawArrow(vec3 a, vec3 b, vec3 s) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), g_scene->GetLineColor()); }
- void Debug::DrawArrow(vec2 a, vec3 b, vec3 s, float az) { Debug::DrawArrow(a, b.xy, vec3(s.x, s.y, s.y), g_scene->GetLineColor(), az, b.z); }
- void Debug::DrawArrow(vec2 a, vec2 b, vec3 s, float az, float bz) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), g_scene->GetLineColor(), az, bz); }
- void Debug::DrawArrow(vec3 a, vec3 b, vec3 s, vec4 color)
- {
- vec3 z = s.x * normalize(b - a);
- vec3 x = s.z * orthonormal(b - a);
- vec3 y = s.y * cross(normalize(x), normalize(z));
-
- Debug::DrawLine(a, b, color);
- Debug::DrawLine(b, b - z + x, color);
- Debug::DrawLine(b, b - z - x, color);
- Debug::DrawLine(b, b - z + y, color);
- Debug::DrawLine(b, b - z - y, color);
-
- Debug::DrawLine(b - z + x, b - z + y, color);
- Debug::DrawLine(b - z + x, b - z - y, color);
- Debug::DrawLine(b - z - x, b - z + y, color);
- Debug::DrawLine(b - z - x, b - z - y, color);
-
- Debug::DrawLine(b - z + x, b - z - x, color);
- Debug::DrawLine(b - z + y, b - z - y, color);
- }
- void Debug::DrawArrow(vec2 a, vec3 b, vec3 s, vec4 color, float az)
- {
- vec3 bn = Debug::WorldToScreen(b);
- DrawArrow(a, bn.xy, s, color, az, bn.z);
- }
- void Debug::DrawArrow(vec2 a, vec2 b, vec3 s, vec4 color, float az, float bz)
- {
- vec3 an = vec3(a, az);
- vec3 bn = vec3(b, bz);
- vec3 z = s.x * normalize(bn - an);
- vec3 x = s.z * orthonormal(bn - an);
- vec3 y = s.y * cross(normalize(x), normalize(z));
-
- Debug::DrawLine(a, b, color, az, bz);
- Debug::DrawLine(b, b - (z + x).xy, color, bz, bz - (z + x).z);
- Debug::DrawLine(b, b - (z - x).xy, color, bz, bz - (z - x).z);
- Debug::DrawLine(b, b - (z + y).xy, color, bz, bz - (z + y).z);
- Debug::DrawLine(b, b - (z - y).xy, color, bz, bz - (z - y).z);
-
- Debug::DrawLine(b - (z + x).xy, b - (z + y).xy, color, bz - (z + x).z, bz - (z + y).z);
- Debug::DrawLine(b - (z + x).xy, b - (z - y).xy, color, bz - (z + x).z, bz - (z - y).z);
- Debug::DrawLine(b - (z - x).xy, b - (z + y).xy, color, bz - (z - x).z, bz - (z + y).z);
- Debug::DrawLine(b - (z - x).xy, b - (z - y).xy, color, bz - (z - x).z, bz - (z - y).z);
-
- Debug::DrawLine(b - (z + x).xy, b - (z - x).xy, color, bz - (z + x).z, bz - (z - x).z);
- Debug::DrawLine(b - (z + y).xy, b - (z - y).xy, color, bz - (z + y).z, bz - (z - y).z);
- }
-
- //-- BOX: 3D -2D - 3D_to_2D
- void Debug::DrawBox(box3 a) { Debug::DrawBox(a.A, a.B, g_scene->GetLineColor()); }
- void Debug::DrawBox(box2 a) { Debug::DrawBox(a.A, a.B, g_scene->GetLineColor()); }
- void Debug::DrawBox(box3 a, vec4 color) { Debug::DrawBox(a.A, a.B, color); }
- void Debug::DrawBox(box2 a, vec4 color) { Debug::DrawBox(a.A, a.B, color); }
- void Debug::DrawBox(vec3 a, vec3 b) { Debug::DrawBox(a, b, g_scene->GetLineColor()); }
- void Debug::DrawBox(vec2 a, vec2 b) { Debug::DrawBox(a, b, g_scene->GetLineColor()); }
- void Debug::DrawBox(vec2 a, float s) { Debug::DrawBox(a, s, g_scene->GetLineColor()); }
- void Debug::DrawBox(vec3 a, vec3 b, vec4 color) { Debug::DrawBox(a, b, mat4::identity, color); }
- void Debug::DrawBox(vec2 a, vec2 b, vec4 color) { Debug::DrawBox(a, b, mat2::identity, color); }
- void Debug::DrawBox(vec2 a, float s, vec4 color) { Debug::DrawBox(a, s, mat2::identity, color); }
- void Debug::DrawBox(box3 a, mat4 transform) { Debug::DrawBox(a.A, a.B, transform, g_scene->GetLineColor()); }
- void Debug::DrawBox(box2 a, mat2 transform) { Debug::DrawBox(a.A, a.B, transform, g_scene->GetLineColor()); }
- void Debug::DrawBox(box3 a, mat4 transform, vec4 color) { Debug::DrawBox(a.A, a.B, transform, color); }
- void Debug::DrawBox(box2 a, mat2 transform, vec4 color) { Debug::DrawBox(a.A, a.B, transform, color); }
- void Debug::DrawBox(vec3 a, vec3 b, mat4 transform) { Debug::DrawBox(a, b, transform, g_scene->GetLineColor()); }
- void Debug::DrawBox(vec2 a, vec2 b, mat2 transform) { Debug::DrawBox(a, b, transform, g_scene->GetLineColor()); }
- void Debug::DrawBox(vec2 a, float s, mat2 transform) { Debug::DrawBox(a, s, transform, g_scene->GetLineColor()); }
- void Debug::DrawBox(vec3 a, vec3 b, mat4 transform, vec4 color)
- {
- vec4 v[8];
- for (int i = 0; i < 8; i++)
- {
- v[i].x = i & 1 ? a.x : b.x;
- v[i].y = i & 2 ? a.y : b.y;
- v[i].z = i & 4 ? a.z : b.z;
- v[i].w = 1.f;
- }
-
- for (int i = 0; i < 4; i++)
- {
- int j = ((i & 1) << 1) | ((i >> 1) ^ 1);
-
- Debug::DrawLine((transform * v[i]).xyz, (transform * v[i + 4]).xyz, color);
- Debug::DrawLine((transform * v[i]).xyz, (transform * v[j]).xyz, color);
- Debug::DrawLine((transform * v[i + 4]).xyz, (transform * v[j + 4]).xyz, color);
- }
- }
- void Debug::DrawBox(vec2 a, vec2 b, mat2 transform, vec4 color)
- {
- vec2 v[4];
- v[0] = a;
- v[1] = vec2(a.x, b.y);
- v[2] = b;
- v[3] = vec2(b.x, a.y);
-
- int i = 0;
- Debug::DrawLine((transform * v[0]).xy, (transform * v[1]).xy, color);
- Debug::DrawLine((transform * v[1]).xy, (transform * v[2]).xy, color);
- Debug::DrawLine((transform * v[2]).xy, (transform * v[3]).xy, color);
- Debug::DrawLine((transform * v[3]).xy, (transform * v[0]).xy, color);
- }
- void Debug::DrawBox(vec2 a, float s, mat2 transform, vec4 color)
- {
- vec2 b = s * vec2(1.f, g_renderer->GetXYRatio());
- Debug::DrawBox(a - b, a + b, transform, color);
- }
-
- //-- CIRCLE
- void Debug::DrawCircle(vec2 a, float s) { Debug::DrawCircle(a, s * vec2(1.f, g_renderer->GetXYRatio()), g_scene->GetLineColor()); }
- void Debug::DrawCircle(vec3 a, vec3 n) { Debug::DrawCircle(a, n, g_scene->GetLineColor()); }
- void Debug::DrawCircle(vec2 a, vec2 s) { Debug::DrawCircle(a, s * vec2(1.f, g_renderer->GetXYRatio()), g_scene->GetLineColor()); }
- void Debug::DrawCircle(vec3 a, vec3 x, vec3 y) { Debug::DrawCircle(a, x, y, g_scene->GetLineColor()); }
- void Debug::DrawCircle(vec2 a, vec2 x, vec2 y) { Debug::DrawCircle(a, x, y, g_scene->GetLineColor()); }
- void Debug::DrawCircle(vec3 a, vec3 n, vec4 color)
- {
- vec3 x = orthogonal(n);
- vec3 y = cross(normalize(n), normalize(x)) * length(n);
- DrawCircle(a, x, y, color);
- }
- void Debug::DrawCircle(vec2 a, vec2 s, vec4 color)
- {
- vec2 x = vec2::axis_x * s.x;
- vec2 y = vec2::axis_y * s.y;
- DrawCircle(a, x, y, color);
- }
- //--
- void Debug::DrawCircle(vec3 a, vec3 x, vec3 y, vec4 color)
- {
- float size = F_PI * 2.f * lol::max(length(x), length(y));
- int segment_nb = lol::max(1, (int)((size * .25f) / g_scene->GetLineSegmentSize()));
- for (int i = 0; i < segment_nb; i++)
- {
- float a0 = (((float)i) / (float)segment_nb) * F_PI_2;
- float a1 = (((float)i + 1) / (float)segment_nb) * F_PI_2;
- vec2 p0 = vec2(lol::cos(a0), lol::sin(a0));
- vec2 p1 = vec2(lol::cos(a1), lol::sin(a1));
-
- Debug::DrawLine(a + p0.x * x + p0.y * y, a + p1.x * x + p1.y * y, color);
- Debug::DrawLine(a + p0.x * -x + p0.y * -y, a + p1.x * -x + p1.y * -y, color);
- Debug::DrawLine(a + p0.x * x + p0.y * -y, a + p1.x * x + p1.y * -y, color);
- Debug::DrawLine(a + p0.x * -x + p0.y * y, a + p1.x * -x + p1.y * y, color);
- }
- }
- //--
- void Debug::DrawCircle(vec2 a, vec2 x, vec2 y, vec4 color)
- {
- float size = F_PI * 2.f * lol::max(length(x), length(y));
- int segment_nb = lol::max(1, (int)((size * .25f) / g_scene->GetLineSegmentSize()));
- for (int i = 0; i < segment_nb; i++)
- {
- float a0 = (((float)i) / (float)segment_nb) * F_PI_2;
- float a1 = (((float)i + 1) / (float)segment_nb) * F_PI_2;
- vec2 p0 = vec2(lol::cos(a0), lol::sin(a0));
- vec2 p1 = vec2(lol::cos(a1), lol::sin(a1));
-
- Debug::DrawLine(a + p0.x * x + p0.y * y, a + p1.x * x + p1.y * y, color);
- Debug::DrawLine(a + p0.x * -x + p0.y * -y, a + p1.x * -x + p1.y * -y, color);
- Debug::DrawLine(a + p0.x * x + p0.y * -y, a + p1.x * x + p1.y * -y, color);
- Debug::DrawLine(a + p0.x * -x + p0.y * y, a + p1.x * -x + p1.y * y, color);
- }
- }
-
- //-- SPHERE
- void Debug::DrawSphere(vec3 a, float s) { Debug::DrawSphere(a, s, g_scene->GetLineColor()); }
- void Debug::DrawSphere(vec3 a, float s, vec4 color) { Debug::DrawSphere(a, vec3::axis_x * s, vec3::axis_y * s, vec3::axis_z * s, color); }
- void Debug::DrawSphere(vec3 a, vec3 x, vec3 y, vec3 z) { Debug::DrawSphere(a, x, y, z, g_scene->GetLineColor()); }
- void Debug::DrawSphere(vec3 a, vec3 x, vec3 y, vec3 z, vec4 color)
- {
- Debug::DrawCircle(a, x, y, color);
- Debug::DrawCircle(a, x, (y + z) * .707f, color);
- Debug::DrawCircle(a, x, (y - z) * .707f, color);
- Debug::DrawCircle(a, z, x, color);
- Debug::DrawCircle(a, z, (x + y) * .707f, color);
- Debug::DrawCircle(a, z, (x - y) * .707f, color);
- Debug::DrawCircle(a, y, z, color);
- Debug::DrawCircle(a, y, (z + x) * .707f, color);
- Debug::DrawCircle(a, y, (z - x) * .707f, color);
- }
-
- //-- CAPSULE
- void Debug::DrawCapsule(vec3 a, float s, vec3 h) { Debug::DrawCapsule(a, s, h, g_scene->GetLineColor()); }
- void Debug::DrawCapsule(vec3 a, vec3 x, vec3 y, vec3 z, vec3 h) { Debug::DrawCapsule(a, x, y, z, h, g_scene->GetLineColor()); }
- void Debug::DrawCapsule(vec3 a, float s, vec3 h, vec4 color)
- {
- vec3 x = orthonormal(h) * s;
- vec3 y = cross(normalize(h), normalize(x)) * s;
- Debug::DrawCapsule(a, x, y, normalize(h) * s, h, color);
- }
- //--
- void Debug::DrawCapsule(vec3 a, vec3 x, vec3 y, vec3 z, vec3 h, vec4 color)
- {
- float size = F_PI * 2.f * lol::max(length(x), length(y));
- int segment_nb = lol::max(1, (int)((size * .25f) / g_scene->GetLineSegmentSize()));
- for (int i = -1; i < 2; i += 2)
- {
- vec3 b = a + h * .5f * (float)i;
- vec3 c = a - h * .5f * (float)i;
- Debug::DrawCircle(b, x, y, color);
- Debug::DrawLine(b + x * (float)i, c + x * (float)i, color);
- Debug::DrawLine(b + y * (float)i, c + y * (float)i, color);
- for (int j = 0; j < segment_nb; j++)
- {
- float a0 = (((float)j) / (float)segment_nb) * F_PI_2;
- float a1 = (((float)j + 1) / (float)segment_nb) * F_PI_2;
- vec2 p0 = vec2(lol::cos(a0), lol::sin(a0));
- vec2 p1 = vec2(lol::cos(a1), lol::sin(a1));
-
- Debug::DrawLine(b + p0.x * x + p0.y * z * (float)i, b + p1.x * x + p1.y * z * (float)i, color);
- Debug::DrawLine(b + p0.x * -x + p0.y * z * (float)i, b + p1.x * -x + p1.y * z * (float)i, color);
- Debug::DrawLine(b + p0.x * y + p0.y * z * (float)i, b + p1.x * y + p1.y * z * (float)i, color);
- Debug::DrawLine(b + p0.x * -y + p0.y * z * (float)i, b + p1.x * -y + p1.y * z * (float)i, color);
- }
- }
- }
-
- //-- VIEW PROJ
- void Debug::DrawViewProj(mat4 view, mat4 proj) { Debug::DrawViewProj(view, proj, g_scene->GetLineColor()); }
- void Debug::DrawViewProj(mat4 view_proj) { Debug::DrawViewProj(view_proj, g_scene->GetLineColor()); }
- void Debug::DrawViewProj(mat4 view, mat4 proj, vec4 color)
- {
- mat4 const view_proj = proj * view;
-
- //Pos to center
- vec3 p0 = (inverse(view) * vec4(vec3::zero, 1.f)).xyz;
-
- //Near plane
- mat4 const inv_view_proj = inverse(view_proj);
- vec4 p[4] = { inv_view_proj * vec4(-1.f, 1.f, -1.f, 1.f),
- inv_view_proj * vec4( 1.f, 1.f, -1.f, 1.f),
- inv_view_proj * vec4( 1.f,-1.f, -1.f, 1.f),
- inv_view_proj * vec4(-1.f,-1.f, -1.f, 1.f) };
- for (int i = 0; i < 4; i++)
- p[i] = p[i] / p[i].w;
-
- //Draw near
- for (int i = 0; i < 4; i++)
- Debug::DrawLine(p[i].xyz, p0, color);
-
- Debug::DrawViewProj(view_proj, color);
- }
-
- //--
- void Debug::DrawViewProj(mat4 view_proj, vec4 color)
- {
- //Near plane
- mat4 const inv_view_proj = inverse(view_proj);
- vec4 p[8] = { inv_view_proj * vec4(-1.f, 1.f, 1.f, 1.f),
- inv_view_proj * vec4( 1.f, 1.f, 1.f, 1.f),
- inv_view_proj * vec4( 1.f,-1.f, 1.f, 1.f),
- inv_view_proj * vec4(-1.f,-1.f, 1.f, 1.f),
- inv_view_proj * vec4(-1.f, 1.f,-1.f, 1.f),
- inv_view_proj * vec4( 1.f, 1.f,-1.f, 1.f),
- inv_view_proj * vec4( 1.f,-1.f,-1.f, 1.f),
- inv_view_proj * vec4(-1.f,-1.f,-1.f, 1.f)
- };
- for (int i = 0; i < 8; i++)
- p[i] = p[i] / p[i].w;
-
- //Draw near
- for (int i = 0; i < 4; i++)
- Debug::DrawLine(p[i].xyz, p[(i + 1) % 4].xyz, color);
- //Draw far
- for (int i = 4; i < 8; i++)
- Debug::DrawLine(p[i].xyz, p[(i - 4 + 1) % 4 + 4].xyz, color);
- //Draw near to far
- for (int i = 0; i < 4; i++)
- Debug::DrawLine(p[i].xyz, p[i + 4].xyz, color);
- //Draw diagonal
- for (int i = 2; i < 6; i++)
- Debug::DrawLine(p[i].xyz, p[i + ((i < 4)?(-2):(+2))].xyz, color);
- }
-
- } /* namespace lol */
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