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