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424 lines
14 KiB
C++
424 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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#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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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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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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returnVec.y() *= r;
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return returnVec;
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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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osg::Vec2i indexPos[] = { osg::Vec2i(0, 0), osg::Vec2i(1, 0), osg::Vec2i(1, 1), osg::Vec2i(0, 1) };
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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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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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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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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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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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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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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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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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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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// 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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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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auto bot1 = (begin_bot + i);
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auto bot2 = (begin_bot + next_vert);
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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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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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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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static int getIdexBufferReadFromFrame(const long long int& nFrame)
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{
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return nFrame % 2;
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}
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static int getIdexBufferWriteFromFrame(const long long int& nFrame)
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{
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return (nFrame + 1) % 2;
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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.setUseVertexArrayObject(true);
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lines.setUseDisplayList(false);
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lines.setCullingActive(false);
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lines.setVertexArray(vertices);
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lines.setNormalArray(color, osg::Array::BIND_PER_VERTEX);
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lines.addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertices->size()));
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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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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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const osg::StateSet* stateSet = getStateSet();
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auto program = static_cast<const osg::Program*>(stateSet->getAttribute(osg::StateAttribute::PROGRAM));
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const osg::Program::PerContextProgram* pcp = program->getPCP(*state);
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if (!pcp)
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{
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return;
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}
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const osg::Uniform* uTrans = stateSet->getUniform("trans");
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const osg::Uniform* uCol = stateSet->getUniform("color");
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const osg::Uniform* uScale = stateSet->getUniform("scale");
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const osg::Uniform* uUseNormalAsColor = stateSet->getUniform("useNormalAsColor");
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auto transLocation = pcp->getUniformLocation(uTrans->getNameID());
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auto colLocation = pcp->getUniformLocation(uCol->getNameID());
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auto scaleLocation = pcp->getUniformLocation(uScale->getNameID());
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auto normalAsColorLocation = pcp->getUniformLocation(uUseNormalAsColor->getNameID());
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ext->glUniform3f(transLocation, 0., 0., 0.);
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ext->glUniform3f(colLocation, 1., 1., 1.);
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ext->glUniform3f(scaleLocation, 1., 1., 1.);
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ext->glUniform1i(normalAsColorLocation, true);
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mLinesToDraw->drawImplementation(renderInfo);
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ext->glUniform1i(normalAsColorLocation, false);
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for (const auto& shapeToDraw : mShapesToDraw)
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{
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osg::Vec3f translation = shapeToDraw.mPosition;
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osg::Vec3f color = shapeToDraw.mColor;
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osg::Vec3f scale = shapeToDraw.mDims;
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ext->glUniform3f(transLocation, translation.x(), translation.y(), translation.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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switch (shapeToDraw.mDrawShape)
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{
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case DrawShape::Cube:
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mCubeGeometry->drawImplementation(renderInfo);
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break;
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case DrawShape::Cylinder:
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mCylinderGeometry->drawImplementation(renderInfo);
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break;
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case DrawShape::WireCube:
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mWireCubeGeometry->drawImplementation(renderInfo);
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break;
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}
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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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}
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class DebugDrawCallback : public SceneUtil::NodeCallback<DebugDrawCallback>
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{
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public:
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DebugDrawCallback(Debug::DebugDrawer& debugDrawer)
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: mDebugDrawer(debugDrawer)
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{
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}
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void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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mDebugDrawer.mCurrentFrame = nv->getTraversalNumber();
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int indexRead = getIdexBufferReadFromFrame(mDebugDrawer.mCurrentFrame);
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auto& lines = mDebugDrawer.mCustomDebugDrawer[indexRead]->mLinesToDraw;
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lines->removePrimitiveSet(0, 1);
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lines->addPrimitiveSet(new osg::DrawArrays(
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osg::PrimitiveSet::LINES, 0, static_cast<osg::Vec3Array*>(lines->getVertexArray())->size()));
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nv->pushOntoNodePath(mDebugDrawer.mCustomDebugDrawer[indexRead]);
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nv->apply(*mDebugDrawer.mCustomDebugDrawer[indexRead]);
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nv->popFromNodePath();
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}
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Debug::DebugDrawer& mDebugDrawer;
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};
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}
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Debug::DebugDrawer::DebugDrawer(Shader::ShaderManager& shaderManager, osg::ref_ptr<osg::Group> parentNode)
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: mParentNode(std::move(parentNode))
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{
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mCurrentFrame = 0;
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auto program = shaderManager.getProgram("debug");
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mDebugDrawSceneObjects = new osg::Group;
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mDebugDrawSceneObjects->setCullingActive(false);
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osg::StateSet* stateset = mDebugDrawSceneObjects->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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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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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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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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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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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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mDebugDrawSceneObjects->addCullCallback(new DebugDrawCallback(*this));
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mParentNode->addChild(mDebugDrawSceneObjects);
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}
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Debug::DebugDrawer::~DebugDrawer()
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{
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mParentNode->removeChild(mDebugDrawSceneObjects);
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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[getIdexBufferWriteFromFrame(mCurrentFrame)]->mShapesToDraw.push_back(
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{ mPosition, mDims, mColor, DrawShape::Cube });
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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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void Debug::DebugDrawer::addDrawCall(const DrawCall& draw)
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{
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mCustomDebugDrawer[getIdexBufferWriteFromFrame(mCurrentFrame)]->mShapesToDraw.push_back(draw);
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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 = getIdexBufferWriteFromFrame(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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vertices->push_back(start);
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vertices->push_back(end);
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vertices->dirty();
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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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