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	release does not call a destructor if it's the last reference. This is not a right choice here. Even though the functions accept raw pointers they convert them into osg::ref_ptr. So it's ok to share the ownership.
		
			
				
	
	
		
			127 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "detourdebugdraw.hpp"
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#include "depth.hpp"
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#include "util.hpp"
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#include <osg/BlendFunc>
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#include <osg/Group>
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#include <osg/LineWidth>
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#include <osg/Material>
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#include <osg/PolygonOffset>
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#include <algorithm>
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namespace
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{
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    osg::PrimitiveSet::Mode toOsgPrimitiveSetMode(duDebugDrawPrimitives value)
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    {
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        switch (value)
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        {
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            case DU_DRAW_POINTS:
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                return osg::PrimitiveSet::POINTS;
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            case DU_DRAW_LINES:
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                return osg::PrimitiveSet::LINES;
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            case DU_DRAW_TRIS:
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                return osg::PrimitiveSet::TRIANGLES;
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            case DU_DRAW_QUADS:
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                return osg::PrimitiveSet::QUADS;
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        }
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        throw std::logic_error(
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            "Can't convert duDebugDrawPrimitives to osg::PrimitiveSet::Mode, value=" + std::to_string(value));
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    }
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}
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namespace SceneUtil
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{
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    DebugDraw::DebugDraw(osg::Group& group, const osg::ref_ptr<osg::StateSet>& stateSet, const osg::Vec3f& shift,
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        float recastInvertedScaleFactor)
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        : mGroup(group)
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        , mStateSet(stateSet)
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        , mShift(shift)
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        , mRecastInvertedScaleFactor(recastInvertedScaleFactor)
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        , mMode(osg::PrimitiveSet::POINTS)
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        , mSize(1.0f)
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    {
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    }
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    void DebugDraw::depthMask(bool) {}
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    void DebugDraw::texture(bool) {}
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    void DebugDraw::begin(osg::PrimitiveSet::Mode mode, float size)
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    {
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        mMode = mode;
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        mVertices = new osg::Vec3Array;
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        mColors = new osg::Vec4Array;
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        mSize = size;
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    }
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    void DebugDraw::begin(duDebugDrawPrimitives prim, float size)
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    {
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        begin(toOsgPrimitiveSetMode(prim), size);
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    }
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    void DebugDraw::vertex(const float* pos, unsigned color)
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    {
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        vertex(pos[0], pos[1], pos[2], color);
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    }
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    void DebugDraw::vertex(const float x, const float y, const float z, unsigned color)
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    {
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        addVertex(osg::Vec3f(x, y, z));
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        addColor(SceneUtil::colourFromRGBA(color));
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    }
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    void DebugDraw::vertex(const float* pos, unsigned color, const float* uv)
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    {
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        vertex(pos[0], pos[1], pos[2], color, uv[0], uv[1]);
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    }
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    void DebugDraw::vertex(const float x, const float y, const float z, unsigned color, const float, const float)
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    {
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        addVertex(osg::Vec3f(x, y, z));
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        addColor(SceneUtil::colourFromRGBA(color));
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    }
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    void DebugDraw::end()
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    {
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        const osg::ref_ptr<osg::DrawArrays> drawArrays
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            = new osg::DrawArrays(mMode, 0, static_cast<int>(mVertices->size()));
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        osg::ref_ptr<osg::Geometry> geometry(new osg::Geometry);
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        geometry->setStateSet(mStateSet);
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        geometry->addPrimitiveSet(drawArrays);
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        geometry->setVertexArray(std::exchange(mVertices, nullptr));
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        geometry->setColorArray(std::exchange(mColors, nullptr), osg::Array::BIND_PER_VERTEX);
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        mGroup.addChild(geometry);
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    }
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    void DebugDraw::addVertex(osg::Vec3f&& position)
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    {
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        std::swap(position.y(), position.z());
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        mVertices->push_back(position * mRecastInvertedScaleFactor + mShift);
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    }
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    void DebugDraw::addColor(osg::Vec4f&& value)
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    {
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        mColors->push_back(value);
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    }
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    osg::ref_ptr<osg::StateSet> makeDetourGroupStateSet()
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    {
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        osg::ref_ptr<osg::Material> material = new osg::Material;
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        material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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        const float polygonOffsetFactor = SceneUtil::AutoDepth::isReversed() ? 1.0 : -1.0;
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        const float polygonOffsetUnits = SceneUtil::AutoDepth::isReversed() ? 1.0 : -1.0;
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        osg::ref_ptr<osg::PolygonOffset> polygonOffset
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            = new osg::PolygonOffset(polygonOffsetFactor, polygonOffsetUnits);
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        osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet;
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        stateSet->setAttribute(material);
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        stateSet->setAttributeAndModes(polygonOffset);
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        return stateSet;
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    }
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}
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