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openmw/components/debug/debugdraw.cpp

424 lines
14 KiB
C++

#include "debugdraw.hpp"
#include <components/sceneutil/nodecallback.hpp>
#include <components/shader/shadermanager.hpp>
#include <osg/Array>
#include <osg/Drawable>
#include <osg/GLExtensions>
#include <osg/Geometry>
#include <osg/Program>
#include <osg/Uniform>
#include <osg/Vec3>
static osg::Vec3 sphereCoordToCartesian(float theta, float phi, float r)
{
osg::Vec3 returnVec = osg::Vec3(0.0, 0.0, 0.0);
float phiToHorizontal = osg::PI_2 - phi;
returnVec.x() = std::cos(theta);
returnVec.y() = std::sin(theta);
returnVec.z() = std::sin(phiToHorizontal);
returnVec.x() *= std::cos(phiToHorizontal);
returnVec.y() *= std::cos(phiToHorizontal);
returnVec.x() *= r;
returnVec.z() *= r;
returnVec.y() *= r;
return returnVec;
}
static void generateWireCube(osg::Geometry& geom, float dim)
{
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
osg::Vec2i indexPos[] = { osg::Vec2i(0, 0), osg::Vec2i(1, 0), osg::Vec2i(1, 1), osg::Vec2i(0, 1) };
for (int i = 0; i < 4; i++)
{
osg::Vec3 vert1 = osg::Vec3(indexPos[i].x() - 0.5, indexPos[i].y() - 0.5, 0.5);
int next = (i + 1) % 4;
osg::Vec3 vert2 = osg::Vec3(indexPos[next].x() - 0.5, indexPos[next].y() - 0.5, 0.5);
vertices->push_back(vert1 * dim);
vertices->push_back(vert2 * dim);
vert1.z() *= -1;
vert2.z() *= -1;
vertices->push_back(vert1 * dim);
vertices->push_back(vert2 * dim);
auto vert3 = vert1;
vert3.z() *= -1;
vertices->push_back(vert1 * dim);
vertices->push_back(vert3 * dim);
}
for (std::size_t i = 0; i < vertices->size(); i++)
{
normals->push_back(osg::Vec3(1., 1., 1.));
}
geom.setVertexArray(vertices);
geom.setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
geom.addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertices->size()));
}
static void generateCube(osg::Geometry& geom, float dim)
{
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
osg::ref_ptr<osg::DrawElementsUShort> indices = new osg::DrawElementsUShort(osg::DrawElementsUShort::TRIANGLES, 0);
for (int i_face = 0; i_face < 6; i_face++)
{
osg::Vec3f normale(0., 0., 0.);
osg::Vec3f u(0., 0., 0.);
osg::Vec3f v(0., 0., 0.);
int axis = i_face / 2;
int dir = i_face % 2 == 0 ? -1 : 1;
float float_dir = dir;
normale[axis] = float_dir;
u[(axis + 1) % 3] = 1.0;
v[(axis + 2) % 3] = 1.0;
for (int i_point = 0; i_point < 4; i_point++)
{
float iu = i_point % 2 == 1
? float_dir
: -float_dir; // This is to get the right triangle orientation when the normal changes*
float iv = i_point / 2 == 1 ? 1.0 : -1.0;
osg::Vec3f point = (u * iu) + (v * iv);
point = (point + normale);
point = point * (dim * 0.5f);
vertices->push_back(point);
normals->push_back(normale);
}
int start_vertex(i_face * 4);
int newFace1[] = { start_vertex, start_vertex + 1, start_vertex + 2 };
for (int i = 0; i < 3; i++)
{
indices->push_back(newFace1[i]);
}
int newFace2[] = { start_vertex + 2, start_vertex + 1, start_vertex + 3 };
for (int i = 0; i < 3; i++)
{
indices->push_back(newFace2[i]);
}
}
geom.setVertexArray(vertices);
geom.setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
geom.addPrimitiveSet(indices);
}
static void generateCylinder(osg::Geometry& geom, float radius, float height, int subdiv)
{
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
osg::ref_ptr<osg::DrawElementsUShort> indices = new osg::DrawElementsUShort(osg::DrawElementsUShort::TRIANGLES, 0);
int vertexCount = subdiv * 4 + 2; // 2 discs + top and bottom + 2 center
indices->reserve(vertexCount);
int iVertex = 0;
int beginTop = iVertex;
auto topNormal = osg::Vec3(0., 0., 1.);
// top disk
for (int i = 0; i < subdiv; i++)
{
float theta = (float(i) / float(subdiv)) * osg::PI * 2.;
osg::Vec3 pos = sphereCoordToCartesian(theta, osg::PI_2, 1.);
pos *= radius;
pos.z() = height / 2.;
vertices->push_back(pos);
normals->push_back(topNormal);
iVertex += 1;
}
auto centerTop = iVertex;
// centerTop
{
vertices->push_back(osg::Vec3(0., 0., height / 2.));
normals->push_back(topNormal);
iVertex += 1;
}
auto centerBot = iVertex;
// centerBot
{
vertices->push_back(osg::Vec3(0., 0., -height / 2));
normals->push_back(-topNormal);
iVertex += 1;
}
// bottom disk
auto begin_bot = iVertex;
for (int i = 0; i < subdiv; i++)
{
float theta = float(i) / float(subdiv) * osg::PI * 2.;
osg::Vec3 pos = sphereCoordToCartesian(theta, osg::PI_2, 1.);
pos *= radius;
pos.z() = -height / 2.;
vertices->push_back(pos);
normals->push_back(-topNormal);
iVertex += 1;
}
// sides
int beginSide = iVertex;
for (int i = 0; i < subdiv; i++)
{
float theta = float(i) / float(subdiv) * osg::PI * 2.;
osg::Vec3 normal = sphereCoordToCartesian(theta, osg::PI_2, 1.);
auto posTop = normal;
posTop *= radius;
auto posBot = posTop;
posTop.z() = height / 2.;
posBot.z() = -height / 2.;
vertices->push_back(posTop);
normals->push_back(normal);
iVertex += 1;
vertices->push_back(posBot);
normals->push_back(normal);
iVertex += 1;
}
// create triangles sides
for (int i = 0; i < subdiv; i++)
{
auto next_vert = (i + 1) % subdiv;
auto v1 = (beginSide + 2 * i);
auto v2 = (beginSide + 2 * i + 1);
auto v3 = (beginSide + 2 * next_vert);
auto v4 = (beginSide + 2 * next_vert + 1);
indices->push_back(v1);
indices->push_back(v2);
indices->push_back(v4);
indices->push_back(v4);
indices->push_back(v3);
indices->push_back(v1);
}
for (int i = 0; i < subdiv; i++)
{
auto next_vert = (i + 1) % subdiv;
auto top1 = (beginTop + i);
auto top2 = (beginTop + next_vert);
auto bot1 = (begin_bot + i);
auto bot2 = (begin_bot + next_vert);
indices->push_back(top2);
indices->push_back(centerTop);
indices->push_back(top1);
indices->push_back(bot1);
indices->push_back(centerBot);
indices->push_back(bot2);
}
geom.setVertexArray(vertices);
geom.setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
geom.addPrimitiveSet(indices);
}
static int getIdexBufferReadFromFrame(const long long int& nFrame)
{
return nFrame % 2;
}
static int getIdexBufferWriteFromFrame(const long long int& nFrame)
{
return (nFrame + 1) % 2;
}
namespace Debug
{
static void makeLineInstance(osg::Geometry& lines)
{
auto vertices = new osg::Vec3Array;
auto color = new osg::Vec3Array;
lines.setDataVariance(osg::Object::STATIC);
lines.setUseVertexArrayObject(true);
lines.setUseDisplayList(false);
lines.setCullingActive(false);
lines.setVertexArray(vertices);
lines.setNormalArray(color, osg::Array::BIND_PER_VERTEX);
lines.addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertices->size()));
}
DebugCustomDraw::DebugCustomDraw()
{
mLinesToDraw = new osg::Geometry();
makeLineInstance(*mLinesToDraw);
}
void DebugCustomDraw::drawImplementation(osg::RenderInfo& renderInfo) const
{
auto state = renderInfo.getState();
osg::GLExtensions* ext = osg::GLExtensions::Get(state->getContextID(), true);
const osg::StateSet* stateSet = getStateSet();
auto program = static_cast<const osg::Program*>(stateSet->getAttribute(osg::StateAttribute::PROGRAM));
const osg::Program::PerContextProgram* pcp = program->getPCP(*state);
if (!pcp)
{
return;
}
const osg::Uniform* uTrans = stateSet->getUniform("trans");
const osg::Uniform* uCol = stateSet->getUniform("color");
const osg::Uniform* uScale = stateSet->getUniform("scale");
const osg::Uniform* uUseNormalAsColor = stateSet->getUniform("useNormalAsColor");
auto transLocation = pcp->getUniformLocation(uTrans->getNameID());
auto colLocation = pcp->getUniformLocation(uCol->getNameID());
auto scaleLocation = pcp->getUniformLocation(uScale->getNameID());
auto normalAsColorLocation = pcp->getUniformLocation(uUseNormalAsColor->getNameID());
ext->glUniform3f(transLocation, 0., 0., 0.);
ext->glUniform3f(colLocation, 1., 1., 1.);
ext->glUniform3f(scaleLocation, 1., 1., 1.);
ext->glUniform1i(normalAsColorLocation, true);
mLinesToDraw->drawImplementation(renderInfo);
ext->glUniform1i(normalAsColorLocation, false);
for (const auto& shapeToDraw : mShapesToDraw)
{
osg::Vec3f translation = shapeToDraw.mPosition;
osg::Vec3f color = shapeToDraw.mColor;
osg::Vec3f scale = shapeToDraw.mDims;
ext->glUniform3f(transLocation, translation.x(), translation.y(), translation.z());
ext->glUniform3f(colLocation, color.x(), color.y(), color.z());
ext->glUniform3f(scaleLocation, scale.x(), scale.y(), scale.z());
switch (shapeToDraw.mDrawShape)
{
case DrawShape::Cube:
mCubeGeometry->drawImplementation(renderInfo);
break;
case DrawShape::Cylinder:
mCylinderGeometry->drawImplementation(renderInfo);
break;
case DrawShape::WireCube:
mWireCubeGeometry->drawImplementation(renderInfo);
break;
}
}
mShapesToDraw.clear();
static_cast<osg::Vec3Array*>(mLinesToDraw->getVertexArray())->clear();
static_cast<osg::Vec3Array*>(mLinesToDraw->getNormalArray())->clear();
}
class DebugDrawCallback : public SceneUtil::NodeCallback<DebugDrawCallback>
{
public:
DebugDrawCallback(Debug::DebugDrawer& debugDrawer)
: mDebugDrawer(debugDrawer)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
mDebugDrawer.mCurrentFrame = nv->getTraversalNumber();
int indexRead = getIdexBufferReadFromFrame(mDebugDrawer.mCurrentFrame);
auto& lines = mDebugDrawer.mCustomDebugDrawer[indexRead]->mLinesToDraw;
lines->removePrimitiveSet(0, 1);
lines->addPrimitiveSet(new osg::DrawArrays(
osg::PrimitiveSet::LINES, 0, static_cast<osg::Vec3Array*>(lines->getVertexArray())->size()));
nv->pushOntoNodePath(mDebugDrawer.mCustomDebugDrawer[indexRead]);
nv->apply(*mDebugDrawer.mCustomDebugDrawer[indexRead]);
nv->popFromNodePath();
}
Debug::DebugDrawer& mDebugDrawer;
};
}
Debug::DebugDrawer::DebugDrawer(Shader::ShaderManager& shaderManager, osg::ref_ptr<osg::Group> parentNode)
: mParentNode(std::move(parentNode))
{
mCurrentFrame = 0;
auto program = shaderManager.getProgram("debug");
mDebugDrawSceneObjects = new osg::Group;
mDebugDrawSceneObjects->setCullingActive(false);
osg::StateSet* stateset = mDebugDrawSceneObjects->getOrCreateStateSet();
stateset->addUniform(new osg::Uniform("color", osg::Vec3f(1., 1., 1.)));
stateset->addUniform(new osg::Uniform("trans", osg::Vec3f(0., 0., 0.)));
stateset->addUniform(new osg::Uniform("scale", osg::Vec3f(1., 1., 1.)));
stateset->addUniform(new osg::Uniform("useNormalAsColor", false));
stateset->addUniform(new osg::Uniform("useAdvancedShader", true));
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
stateset->setMode(GL_DEPTH_TEST, GL_TRUE);
stateset->setMode(GL_CULL_FACE, GL_TRUE);
auto cubeGeometry = new osg::Geometry;
cubeGeometry->setSupportsDisplayList(false);
cubeGeometry->setUseVertexBufferObjects(true);
generateCube(*cubeGeometry, 1.);
auto cylinderGeom = new osg::Geometry;
cylinderGeom->setSupportsDisplayList(false);
cylinderGeom->setUseVertexBufferObjects(true);
generateCylinder(*cylinderGeom, .5, 1., 20);
auto wireCube = new osg::Geometry;
wireCube->setSupportsDisplayList(false);
wireCube->setUseVertexBufferObjects(true);
generateWireCube(*wireCube, 1.);
for (std::size_t i = 0; i < mCustomDebugDrawer.size(); i++)
{
mCustomDebugDrawer[i] = new DebugCustomDraw();
mCustomDebugDrawer[i]->setStateSet(stateset);
mCustomDebugDrawer[i]->mWireCubeGeometry = wireCube;
mCustomDebugDrawer[i]->mCubeGeometry = cubeGeometry;
mCustomDebugDrawer[i]->mCylinderGeometry = cylinderGeom;
}
mDebugDrawSceneObjects->addCullCallback(new DebugDrawCallback(*this));
mParentNode->addChild(mDebugDrawSceneObjects);
}
Debug::DebugDrawer::~DebugDrawer()
{
mParentNode->removeChild(mDebugDrawSceneObjects);
}
void Debug::DebugDrawer::drawCube(osg::Vec3f mPosition, osg::Vec3f mDims, osg::Vec3f mColor)
{
mCustomDebugDrawer[getIdexBufferWriteFromFrame(mCurrentFrame)]->mShapesToDraw.push_back(
{ mPosition, mDims, mColor, DrawShape::Cube });
}
void Debug::DebugDrawer::drawCubeMinMax(osg::Vec3f min, osg::Vec3f max, osg::Vec3f color)
{
osg::Vec3 dims = max - min;
osg::Vec3 pos = min + dims * 0.5f;
drawCube(pos, dims, color);
}
void Debug::DebugDrawer::addDrawCall(const DrawCall& draw)
{
mCustomDebugDrawer[getIdexBufferWriteFromFrame(mCurrentFrame)]->mShapesToDraw.push_back(draw);
}
void Debug::DebugDrawer::addLine(const osg::Vec3& start, const osg::Vec3& end, const osg::Vec3 color)
{
const int indexWrite = getIdexBufferWriteFromFrame(mCurrentFrame);
const auto& lines = mCustomDebugDrawer[indexWrite]->mLinesToDraw;
auto vertices = static_cast<osg::Vec3Array*>(lines->getVertexArray());
auto colors = static_cast<osg::Vec3Array*>(lines->getNormalArray());
vertices->push_back(start);
vertices->push_back(end);
vertices->dirty();
colors->push_back(color);
colors->push_back(color);
colors->dirty();
}