protot/3rdparty/bgfx/examples/common/debugdraw/debugdraw.cpp

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/*
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* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#include <bgfx/bgfx.h>
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#include <bgfx/embedded_shader.h>
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#include "debugdraw.h"
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#include "../bgfx_utils.h"
#include "../packrect.h"
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#include <bx/fpumath.h>
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#include <bx/sort.h>
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#include <bx/uint32_t.h>
#include <bx/crtimpl.h>
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#include <bx/handlealloc.h>
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struct DebugVertex
{
float m_x;
float m_y;
float m_z;
float m_len;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 1, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl DebugVertex::ms_decl;
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struct DebugUvVertex
{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl DebugUvVertex::ms_decl;
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struct DebugShapeVertex
{
float m_x;
float m_y;
float m_z;
uint8_t m_indices[4];
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Indices, 4, bgfx::AttribType::Uint8)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl DebugShapeVertex::ms_decl;
static DebugShapeVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, { 0, 0, 0, 0 } },
{ 1.0f, 1.0f, 1.0f, { 0, 0, 0, 0 } },
{-1.0f, -1.0f, 1.0f, { 0, 0, 0, 0 } },
{ 1.0f, -1.0f, 1.0f, { 0, 0, 0, 0 } },
{-1.0f, 1.0f, -1.0f, { 0, 0, 0, 0 } },
{ 1.0f, 1.0f, -1.0f, { 0, 0, 0, 0 } },
{-1.0f, -1.0f, -1.0f, { 0, 0, 0, 0 } },
{ 1.0f, -1.0f, -1.0f, { 0, 0, 0, 0 } },
};
static const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
static const uint8_t s_circleLod[] =
{
37,
29,
23,
17,
11,
};
static uint8_t getCircleLod(uint8_t _lod)
{
_lod = _lod > BX_COUNTOF(s_circleLod)-1 ? BX_COUNTOF(s_circleLod)-1 : _lod;
return s_circleLod[_lod];
}
static void circle(float* _out, float _angle)
{
float sa = bx::fsin(_angle);
float ca = bx::fcos(_angle);
_out[0] = sa;
_out[1] = ca;
}
static void squircle(float* _out, float _angle)
{
float sa = bx::fsin(_angle);
float ca = bx::fcos(_angle);
_out[0] = bx::fsqrt(bx::fabsolute(sa) ) * bx::fsign(sa);
_out[1] = bx::fsqrt(bx::fabsolute(ca) ) * bx::fsign(ca);
}
uint32_t genSphere(uint8_t _subdiv0, void* _pos0 = NULL, uint16_t _posStride0 = 0, void* _normals0 = NULL, uint16_t _normalStride0 = 0)
{
if (NULL != _pos0)
{
struct Gen
{
Gen(void* _pos, uint16_t _posStride, void* _normals, uint16_t _normalStride, uint8_t _subdiv)
: m_pos( (uint8_t*)_pos)
, m_normals( (uint8_t*)_normals)
, m_posStride(_posStride)
, m_normalStride(_normalStride)
{
static const float scale = 1.0f;
static const float golden = 1.6180339887f;
static const float len = bx::fsqrt(golden*golden + 1.0f);
static const float ss = 1.0f/len * scale;
static const float ll = ss*golden;
static const float vv[12][4] =
{
{ -ll, 0.0f, -ss, 0.0f },
{ ll, 0.0f, -ss, 0.0f },
{ ll, 0.0f, ss, 0.0f },
{ -ll, 0.0f, ss, 0.0f },
{ -ss, ll, 0.0f, 0.0f },
{ ss, ll, 0.0f, 0.0f },
{ ss, -ll, 0.0f, 0.0f },
{ -ss, -ll, 0.0f, 0.0f },
{ 0.0f, -ss, ll, 0.0f },
{ 0.0f, ss, ll, 0.0f },
{ 0.0f, ss, -ll, 0.0f },
{ 0.0f, -ss, -ll, 0.0f },
};
m_numVertices = 0;
triangle(vv[ 0], vv[ 4], vv[ 3], scale, _subdiv);
triangle(vv[ 0], vv[10], vv[ 4], scale, _subdiv);
triangle(vv[ 4], vv[10], vv[ 5], scale, _subdiv);
triangle(vv[ 5], vv[10], vv[ 1], scale, _subdiv);
triangle(vv[ 5], vv[ 1], vv[ 2], scale, _subdiv);
triangle(vv[ 5], vv[ 2], vv[ 9], scale, _subdiv);
triangle(vv[ 5], vv[ 9], vv[ 4], scale, _subdiv);
triangle(vv[ 3], vv[ 4], vv[ 9], scale, _subdiv);
triangle(vv[ 0], vv[ 3], vv[ 7], scale, _subdiv);
triangle(vv[ 0], vv[ 7], vv[11], scale, _subdiv);
triangle(vv[11], vv[ 7], vv[ 6], scale, _subdiv);
triangle(vv[11], vv[ 6], vv[ 1], scale, _subdiv);
triangle(vv[ 1], vv[ 6], vv[ 2], scale, _subdiv);
triangle(vv[ 2], vv[ 6], vv[ 8], scale, _subdiv);
triangle(vv[ 8], vv[ 6], vv[ 7], scale, _subdiv);
triangle(vv[ 8], vv[ 7], vv[ 3], scale, _subdiv);
triangle(vv[ 0], vv[11], vv[10], scale, _subdiv);
triangle(vv[ 1], vv[10], vv[11], scale, _subdiv);
triangle(vv[ 2], vv[ 8], vv[ 9], scale, _subdiv);
triangle(vv[ 3], vv[ 9], vv[ 8], scale, _subdiv);
}
void addVert(const float* _v)
{
float* verts = (float*)m_pos;
verts[0] = _v[0];
verts[1] = _v[1];
verts[2] = _v[2];
m_pos += m_posStride;
if (NULL != m_normals)
{
float* normals = (float*)m_normals;
bx::vec3Norm(normals, _v);
m_normals += m_normalStride;
}
m_numVertices++;
}
void triangle(const float* _v0, const float* _v1, const float* _v2, float _scale, uint8_t _subdiv)
{
if (0 == _subdiv)
{
addVert(_v0);
addVert(_v1);
addVert(_v2);
}
else
{
float tmp0[4];
float tmp1[4];
float v01[4];
bx::vec3Add(tmp0, _v0, _v1);
bx::vec3Norm(tmp1, tmp0);
bx::vec3Mul(v01, tmp1, _scale);
float v12[4];
bx::vec3Add(tmp0, _v1, _v2);
bx::vec3Norm(tmp1, tmp0);
bx::vec3Mul(v12, tmp1, _scale);
float v20[4];
bx::vec3Add(tmp0, _v2, _v0);
bx::vec3Norm(tmp1, tmp0);
bx::vec3Mul(v20, tmp1, _scale);
--_subdiv;
triangle(_v0, v01, v20, _scale, _subdiv);
triangle(_v1, v12, v01, _scale, _subdiv);
triangle(_v2, v20, v12, _scale, _subdiv);
triangle(v01, v12, v20, _scale, _subdiv);
}
}
uint8_t* m_pos;
uint8_t* m_normals;
uint16_t m_posStride;
uint16_t m_normalStride;
uint32_t m_numVertices;
} gen(_pos0, _posStride0, _normals0, _normalStride0, _subdiv0);
}
uint32_t numVertices = 20*3*bx::uint32_max(1, (uint32_t)bx::fpow(4.0f, _subdiv0) );
return numVertices;
}
void getPoint(float* _result, Axis::Enum _axis, float _x, float _y)
{
switch (_axis)
{
case Axis::X:
_result[0] = 0.0f;
_result[1] = _x;
_result[2] = _y;
break;
case Axis::Y:
_result[0] = _y;
_result[1] = 0.0f;
_result[2] = _x;
break;
default:
_result[0] = _x;
_result[1] = _y;
_result[2] = 0.0f;
break;
}
}
#include "vs_debugdraw_lines.bin.h"
#include "fs_debugdraw_lines.bin.h"
#include "vs_debugdraw_lines_stipple.bin.h"
#include "fs_debugdraw_lines_stipple.bin.h"
#include "vs_debugdraw_fill.bin.h"
#include "fs_debugdraw_fill.bin.h"
#include "vs_debugdraw_fill_lit.bin.h"
#include "fs_debugdraw_fill_lit.bin.h"
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#include "vs_debugdraw_fill_texture.bin.h"
#include "fs_debugdraw_fill_texture.bin.h"
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static const bgfx::EmbeddedShader s_embeddedShaders[] =
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{
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BGFX_EMBEDDED_SHADER(vs_debugdraw_lines),
BGFX_EMBEDDED_SHADER(fs_debugdraw_lines),
BGFX_EMBEDDED_SHADER(vs_debugdraw_lines_stipple),
BGFX_EMBEDDED_SHADER(fs_debugdraw_lines_stipple),
BGFX_EMBEDDED_SHADER(vs_debugdraw_fill),
BGFX_EMBEDDED_SHADER(fs_debugdraw_fill),
BGFX_EMBEDDED_SHADER(vs_debugdraw_fill_lit),
BGFX_EMBEDDED_SHADER(fs_debugdraw_fill_lit),
BGFX_EMBEDDED_SHADER(vs_debugdraw_fill_texture),
BGFX_EMBEDDED_SHADER(fs_debugdraw_fill_texture),
BGFX_EMBEDDED_SHADER_END()
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};
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#define SPRITE_TEXTURE_SIZE 1024
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template<uint16_t MaxHandlesT = 256, uint16_t TextureSizeT = 1024>
struct SpriteT
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{
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SpriteT()
: m_ra(TextureSizeT, TextureSizeT)
{
}
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SpriteHandle create(uint16_t _width, uint16_t _height)
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{
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SpriteHandle handle = { bx::HandleAlloc::invalid };
if (m_handleAlloc.getNumHandles() < m_handleAlloc.getMaxHandles() )
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{
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Pack2D pack;
if (m_ra.find(_width, _height, pack) )
{
handle.idx = m_handleAlloc.alloc();
m_pack[handle.idx] = pack;
}
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}
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return handle;
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}
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void destroy(SpriteHandle _sprite)
{
const Pack2D& pack = m_pack[_sprite.idx];
m_ra.clear(pack);
m_handleAlloc.free(_sprite.idx);
}
const Pack2D& get(SpriteHandle _sprite) const
{
return m_pack[_sprite.idx];
}
bx::HandleAllocT<MaxHandlesT> m_handleAlloc;
Pack2D m_pack[MaxHandlesT];
RectPack2DT<256> m_ra;
};
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struct DebugDraw
{
DebugDraw()
: m_depthTestLess(true)
, m_state(State::Count)
{
}
void init(bool _depthTestLess, bx::AllocatorI* _allocator)
{
m_allocator = _allocator;
m_depthTestLess = _depthTestLess;
#if BX_CONFIG_ALLOCATOR_CRT
if (NULL == _allocator)
{
static bx::CrtAllocator allocator;
m_allocator = &allocator;
}
#endif // BX_CONFIG_ALLOCATOR_CRT
DebugVertex::init();
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DebugUvVertex::init();
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DebugShapeVertex::init();
bgfx::RendererType::Enum type = bgfx::getRendererType();
m_program[Program::Lines] =
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bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_lines")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_lines")
, true
);
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m_program[Program::LinesStipple] =
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bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_lines_stipple")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_lines_stipple")
, true
);
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m_program[Program::Fill] =
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bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_fill")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_fill")
, true
);
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m_program[Program::FillLit] =
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bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_fill_lit")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_fill_lit")
, true
);
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m_program[Program::FillTexture] =
bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_fill_texture")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_fill_texture")
, true
);
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 4);
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
m_texture = bgfx::createTexture2D(SPRITE_TEXTURE_SIZE, SPRITE_TEXTURE_SIZE, false, 1, bgfx::TextureFormat::BGRA8);
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void* vertices[Mesh::Count] = {};
uint16_t* indices[Mesh::Count] = {};
uint16_t stride = DebugShapeVertex::ms_decl.getStride();
uint32_t startVertex = 0;
uint32_t startIndex = 0;
for (uint32_t mesh = 0; mesh < 4; ++mesh)
{
Mesh::Enum id = Mesh::Enum(Mesh::Sphere0+mesh);
const uint8_t tess = uint8_t(3-mesh);
const uint32_t numVertices = genSphere(tess);
const uint32_t numIndices = numVertices;
vertices[id] = BX_ALLOC(m_allocator, numVertices*stride);
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bx::memSet(vertices[id], 0, numVertices*stride);
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genSphere(tess, vertices[id], stride);
uint16_t* trilist = (uint16_t*)BX_ALLOC(m_allocator, numIndices*sizeof(uint16_t) );
for (uint32_t ii = 0; ii < numIndices; ++ii)
{
trilist[ii] = uint16_t(ii);
}
uint32_t numLineListIndices = bgfx::topologyConvert(bgfx::TopologyConvert::TriListToLineList
, NULL
, 0
, trilist
, numIndices
, false
);
indices[id] = (uint16_t*)BX_ALLOC(m_allocator, (numIndices + numLineListIndices)*sizeof(uint16_t) );
uint16_t* indicesOut = indices[id];
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bx::memCopy(indicesOut, trilist, numIndices*sizeof(uint16_t) );
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bgfx::topologyConvert(bgfx::TopologyConvert::TriListToLineList
, &indicesOut[numIndices]
, numLineListIndices*sizeof(uint16_t)
, trilist
, numIndices
, false
);
m_mesh[id].m_startVertex = startVertex;
m_mesh[id].m_numVertices = numVertices;
m_mesh[id].m_startIndex[0] = startIndex;
m_mesh[id].m_numIndices[0] = numIndices;
m_mesh[id].m_startIndex[1] = startIndex+numIndices;
m_mesh[id].m_numIndices[1] = numLineListIndices;
startVertex += numVertices;
startIndex += numIndices + numLineListIndices;
BX_FREE(m_allocator, trilist);
}
for (uint32_t mesh = 0; mesh < 4; ++mesh)
{
Mesh::Enum id = Mesh::Enum(Mesh::Cone0+mesh);
const uint32_t num = getCircleLod(uint8_t(mesh) );
const float step = bx::pi * 2.0f / num;
const uint32_t numVertices = num+1;
const uint32_t numIndices = num*6;
const uint32_t numLineListIndices = num*4;
vertices[id] = BX_ALLOC(m_allocator, numVertices*stride);
indices[id] = (uint16_t*)BX_ALLOC(m_allocator, (numIndices + numLineListIndices)*sizeof(uint16_t) );
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bx::memSet(indices[id], 0, (numIndices + numLineListIndices)*sizeof(uint16_t) );
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DebugShapeVertex* vertex = (DebugShapeVertex*)vertices[id];
uint16_t* index = indices[id];
vertex[num].m_x = 0.0f;
vertex[num].m_y = 0.0f;
vertex[num].m_z = 0.0f;
vertex[num].m_indices[0] = 1;
for (uint32_t ii = 0; ii < num; ++ii)
{
const float angle = step * ii;
float xy[2];
circle(xy, angle);
vertex[ii].m_x = xy[1];
vertex[ii].m_y = 0.0f;
vertex[ii].m_z = xy[0];
vertex[ii].m_indices[0] = 0;
index[ii*3+0] = uint16_t(num);
index[ii*3+1] = uint16_t( (ii+1)%num);
index[ii*3+2] = uint16_t(ii);
index[num*3+ii*3+0] = 0;
index[num*3+ii*3+1] = uint16_t(ii);
index[num*3+ii*3+2] = uint16_t( (ii+1)%num);
index[numIndices+ii*2+0] = uint16_t(ii);
index[numIndices+ii*2+1] = uint16_t(num);
index[numIndices+num*2+ii*2+0] = uint16_t(ii);
index[numIndices+num*2+ii*2+1] = uint16_t( (ii+1)%num);
}
m_mesh[id].m_startVertex = startVertex;
m_mesh[id].m_numVertices = numVertices;
m_mesh[id].m_startIndex[0] = startIndex;
m_mesh[id].m_numIndices[0] = numIndices;
m_mesh[id].m_startIndex[1] = startIndex+numIndices;
m_mesh[id].m_numIndices[1] = numLineListIndices;
startVertex += numVertices;
startIndex += numIndices + numLineListIndices;
}
for (uint32_t mesh = 0; mesh < 4; ++mesh)
{
Mesh::Enum id = Mesh::Enum(Mesh::Cylinder0+mesh);
const uint32_t num = getCircleLod(uint8_t(mesh) );
const float step = bx::pi * 2.0f / num;
const uint32_t numVertices = num*2;
const uint32_t numIndices = num*12;
const uint32_t numLineListIndices = num*6;
vertices[id] = BX_ALLOC(m_allocator, numVertices*stride);
indices[id] = (uint16_t*)BX_ALLOC(m_allocator, (numIndices + numLineListIndices)*sizeof(uint16_t) );
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bx::memSet(indices[id], 0, (numIndices + numLineListIndices)*sizeof(uint16_t) );
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DebugShapeVertex* vertex = (DebugShapeVertex*)vertices[id];
uint16_t* index = indices[id];
for (uint32_t ii = 0; ii < num; ++ii)
{
const float angle = step * ii;
float xy[2];
circle(xy, angle);
vertex[ii].m_x = xy[1];
vertex[ii].m_y = 0.0f;
vertex[ii].m_z = xy[0];
vertex[ii].m_indices[0] = 0;
vertex[ii+num].m_x = xy[1];
vertex[ii+num].m_y = 0.0f;
vertex[ii+num].m_z = xy[0];
vertex[ii+num].m_indices[0] = 1;
index[ii*6+0] = uint16_t(ii+num);
index[ii*6+1] = uint16_t( (ii+1)%num);
index[ii*6+2] = uint16_t(ii);
index[ii*6+3] = uint16_t(ii+num);
index[ii*6+4] = uint16_t( (ii+1)%num+num);
index[ii*6+5] = uint16_t( (ii+1)%num);
index[num*6+ii*6+0] = uint16_t(0);
index[num*6+ii*6+1] = uint16_t(ii);
index[num*6+ii*6+2] = uint16_t( (ii+1)%num);
index[num*6+ii*6+3] = uint16_t(num);
index[num*6+ii*6+4] = uint16_t( (ii+1)%num+num);
index[num*6+ii*6+5] = uint16_t(ii+num);
index[numIndices+ii*2+0] = uint16_t(ii);
index[numIndices+ii*2+1] = uint16_t(ii+num);
index[numIndices+num*2+ii*2+0] = uint16_t(ii);
index[numIndices+num*2+ii*2+1] = uint16_t( (ii+1)%num);
index[numIndices+num*4+ii*2+0] = uint16_t(num + ii);
index[numIndices+num*4+ii*2+1] = uint16_t(num + (ii+1)%num);
}
m_mesh[id].m_startVertex = startVertex;
m_mesh[id].m_numVertices = numVertices;
m_mesh[id].m_startIndex[0] = startIndex;
m_mesh[id].m_numIndices[0] = numIndices;
m_mesh[id].m_startIndex[1] = startIndex+numIndices;
m_mesh[id].m_numIndices[1] = numLineListIndices;
startVertex += numVertices;
startIndex += numIndices + numLineListIndices;
}
for (uint32_t mesh = 0; mesh < 4; ++mesh)
{
Mesh::Enum id = Mesh::Enum(Mesh::Capsule0+mesh);
const uint32_t num = getCircleLod(uint8_t(mesh) );
const float step = bx::pi * 2.0f / num;
const uint32_t numVertices = num*2;
const uint32_t numIndices = num*6;
const uint32_t numLineListIndices = num*6;
vertices[id] = BX_ALLOC(m_allocator, numVertices*stride);
indices[id] = (uint16_t*)BX_ALLOC(m_allocator, (numIndices + numLineListIndices)*sizeof(uint16_t) );
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bx::memSet(indices[id], 0, (numIndices + numLineListIndices)*sizeof(uint16_t) );
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DebugShapeVertex* vertex = (DebugShapeVertex*)vertices[id];
uint16_t* index = indices[id];
for (uint32_t ii = 0; ii < num; ++ii)
{
const float angle = step * ii;
float xy[2];
circle(xy, angle);
vertex[ii].m_x = xy[1];
vertex[ii].m_y = 0.0f;
vertex[ii].m_z = xy[0];
vertex[ii].m_indices[0] = 0;
vertex[ii+num].m_x = xy[1];
vertex[ii+num].m_y = 0.0f;
vertex[ii+num].m_z = xy[0];
vertex[ii+num].m_indices[0] = 1;
index[ii*6+0] = uint16_t(ii+num);
index[ii*6+1] = uint16_t( (ii+1)%num);
index[ii*6+2] = uint16_t(ii);
index[ii*6+3] = uint16_t(ii+num);
index[ii*6+4] = uint16_t( (ii+1)%num+num);
index[ii*6+5] = uint16_t( (ii+1)%num);
// index[num*6+ii*6+0] = uint16_t(0);
// index[num*6+ii*6+1] = uint16_t(ii);
// index[num*6+ii*6+2] = uint16_t( (ii+1)%num);
// index[num*6+ii*6+3] = uint16_t(num);
// index[num*6+ii*6+4] = uint16_t( (ii+1)%num+num);
// index[num*6+ii*6+5] = uint16_t(ii+num);
index[numIndices+ii*2+0] = uint16_t(ii);
index[numIndices+ii*2+1] = uint16_t(ii+num);
index[numIndices+num*2+ii*2+0] = uint16_t(ii);
index[numIndices+num*2+ii*2+1] = uint16_t( (ii+1)%num);
index[numIndices+num*4+ii*2+0] = uint16_t(num + ii);
index[numIndices+num*4+ii*2+1] = uint16_t(num + (ii+1)%num);
}
m_mesh[id].m_startVertex = startVertex;
m_mesh[id].m_numVertices = numVertices;
m_mesh[id].m_startIndex[0] = startIndex;
m_mesh[id].m_numIndices[0] = numIndices;
m_mesh[id].m_startIndex[1] = startIndex+numIndices;
m_mesh[id].m_numIndices[1] = numLineListIndices;
startVertex += numVertices;
startIndex += numIndices + numLineListIndices;
}
m_mesh[Mesh::Cube].m_startVertex = startVertex;
m_mesh[Mesh::Cube].m_numVertices = BX_COUNTOF(s_cubeVertices);
m_mesh[Mesh::Cube].m_startIndex[0] = startIndex;
m_mesh[Mesh::Cube].m_numIndices[0] = BX_COUNTOF(s_cubeIndices);
m_mesh[Mesh::Cube].m_startIndex[1] = 0;
m_mesh[Mesh::Cube].m_numIndices[1] = 0;
startVertex += m_mesh[Mesh::Cube].m_numVertices;
startIndex += m_mesh[Mesh::Cube].m_numIndices[0];
const bgfx::Memory* vb = bgfx::alloc(startVertex*stride);
const bgfx::Memory* ib = bgfx::alloc(startIndex*sizeof(uint16_t) );
for (uint32_t mesh = Mesh::Sphere0; mesh < Mesh::Cube; ++mesh)
{
Mesh::Enum id = Mesh::Enum(mesh);
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bx::memCopy(&vb->data[m_mesh[id].m_startVertex * stride]
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, vertices[id]
, m_mesh[id].m_numVertices*stride
);
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bx::memCopy(&ib->data[m_mesh[id].m_startIndex[0] * sizeof(uint16_t)]
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, indices[id]
, (m_mesh[id].m_numIndices[0]+m_mesh[id].m_numIndices[1])*sizeof(uint16_t)
);
BX_FREE(m_allocator, vertices[id]);
BX_FREE(m_allocator, indices[id]);
}
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bx::memCopy(&vb->data[m_mesh[Mesh::Cube].m_startVertex * stride]
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, s_cubeVertices
, sizeof(s_cubeVertices)
);
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bx::memCopy(&ib->data[m_mesh[Mesh::Cube].m_startIndex[0] * sizeof(uint16_t)]
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, s_cubeIndices
, sizeof(s_cubeIndices)
);
m_vbh = bgfx::createVertexBuffer(vb, DebugShapeVertex::ms_decl);
m_ibh = bgfx::createIndexBuffer(ib);
m_mtx = 0;
m_viewId = 0;
m_pos = 0;
m_indexPos = 0;
m_vertexPos = 0;
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m_posQuad = 0;
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}
void shutdown()
{
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyVertexBuffer(m_vbh);
for (uint32_t ii = 0; ii < Program::Count; ++ii)
{
bgfx::destroyProgram(m_program[ii]);
}
bgfx::destroyUniform(u_params);
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bgfx::destroyUniform(s_texColor);
bgfx::destroyTexture(m_texture);
}
SpriteHandle createSprite(uint16_t _width, uint16_t _height, const void* _data)
{
SpriteHandle handle = m_sprite.create(_width, _height);
if (isValid(handle) )
{
const Pack2D& pack = m_sprite.get(handle);
bgfx::updateTexture2D(
m_texture
, 0
, 0
, pack.m_x
, pack.m_y
, pack.m_width
, pack.m_height
, bgfx::copy(_data, pack.m_width*pack.m_height*4)
);
}
return handle;
}
void destroy(SpriteHandle _handle)
{
m_sprite.destroy(_handle);
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}
void begin(uint8_t _viewId)
{
BX_CHECK(State::Count == m_state);
m_viewId = _viewId;
m_mtx = 0;
m_state = State::None;
m_stack = 0;
Attrib& attrib = m_attrib[0];
attrib.m_state = 0
| BGFX_STATE_RGB_WRITE
| (m_depthTestLess ? BGFX_STATE_DEPTH_TEST_LESS : BGFX_STATE_DEPTH_TEST_GREATER)
| BGFX_STATE_CULL_CW
| BGFX_STATE_DEPTH_WRITE
;
attrib.m_scale = 1.0f;
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attrib.m_spin = 0.0f;
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attrib.m_offset = 0.0f;
attrib.m_abgr = UINT32_MAX;
attrib.m_stipple = false;
attrib.m_wireframe = false;
attrib.m_lod = 0;
}
void end()
{
BX_CHECK(0 == m_stack, "Invalid stack %d.", m_stack);
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flushQuad();
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flush();
m_state = State::Count;
}
void push()
{
BX_CHECK(State::Count != m_state);
++m_stack;
m_attrib[m_stack] = m_attrib[m_stack-1];
}
void pop()
{
BX_CHECK(State::Count != m_state);
const Attrib& curr = m_attrib[m_stack];
const Attrib& prev = m_attrib[m_stack-1];
if (curr.m_stipple != prev.m_stipple
|| curr.m_state != prev.m_state)
{
flush();
}
--m_stack;
}
void setTransform(const void* _mtx)
{
BX_CHECK(State::Count != m_state);
flush();
if (NULL == _mtx)
{
m_mtx = 0;
return;
}
bgfx::Transform transform;
m_mtx = bgfx::allocTransform(&transform, 1);
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bx::memCopy(transform.data, _mtx, 64);
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}
void setTranslate(float _x, float _y, float _z)
{
float mtx[16];
bx::mtxTranslate(mtx, _x, _y, _z);
setTransform(mtx);
}
void setTranslate(const float* _pos)
{
setTranslate(_pos[0], _pos[1], _pos[2]);
}
void setState(bool _depthTest, bool _depthWrite, bool _clockwise)
{
const uint64_t depthTest = m_depthTestLess
? BGFX_STATE_DEPTH_TEST_LESS
: BGFX_STATE_DEPTH_TEST_GREATER
;
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uint64_t state = m_attrib[m_stack].m_state & ~(0
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| BGFX_STATE_DEPTH_TEST_MASK
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_CULL_CW
| BGFX_STATE_CULL_CCW
);
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state |= _depthTest
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? depthTest
: 0
;
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state |= _depthWrite
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? BGFX_STATE_DEPTH_WRITE
: 0
;
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state |= _clockwise
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? BGFX_STATE_CULL_CW
: BGFX_STATE_CULL_CCW
;
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if (m_attrib[m_stack].m_state != state)
{
flush();
}
m_attrib[m_stack].m_state = state;
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}
void setColor(uint32_t _abgr)
{
BX_CHECK(State::Count != m_state);
m_attrib[m_stack].m_abgr = _abgr;
}
void setLod(uint8_t _lod)
{
BX_CHECK(State::Count != m_state);
m_attrib[m_stack].m_lod = _lod;
}
void setWireframe(bool _wireframe)
{
BX_CHECK(State::Count != m_state);
m_attrib[m_stack].m_wireframe = _wireframe;
}
void setStipple(bool _stipple, float _scale = 1.0f, float _offset = 0.0f)
{
BX_CHECK(State::Count != m_state);
Attrib& attrib = m_attrib[m_stack];
if (attrib.m_stipple != _stipple)
{
flush();
}
attrib.m_stipple = _stipple;
attrib.m_offset = _offset;
attrib.m_scale = _scale;
}
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void setSpin(float _spin)
{
Attrib& attrib = m_attrib[m_stack];
attrib.m_spin = _spin;
}
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void moveTo(float _x, float _y, float _z = 0.0f)
{
BX_CHECK(State::Count != m_state);
softFlush();
m_state = State::MoveTo;
DebugVertex& vertex = m_cache[m_pos];
vertex.m_x = _x;
vertex.m_y = _y;
vertex.m_z = _z;
Attrib& attrib = m_attrib[m_stack];
vertex.m_abgr = attrib.m_abgr;
vertex.m_len = attrib.m_offset;
m_vertexPos = m_pos;
}
void moveTo(const void* _pos)
{
BX_CHECK(State::Count != m_state);
const float* pos = (const float*)_pos;
moveTo(pos[0], pos[1], pos[2]);
}
void moveTo(Axis::Enum _axis, float _x, float _y)
{
float pos[3];
getPoint(pos, _axis, _x, _y);
moveTo(pos);
}
void lineTo(float _x, float _y, float _z = 0.0f)
{
BX_CHECK(State::Count != m_state);
if (State::None == m_state)
{
moveTo(_x, _y, _z);
return;
}
if (m_pos+2 > uint16_t(BX_COUNTOF(m_cache) ) )
{
uint32_t pos = m_pos;
uint32_t vertexPos = m_vertexPos;
flush();
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bx::memCopy(&m_cache[0], &m_cache[vertexPos], sizeof(DebugVertex) );
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if (vertexPos == pos)
{
m_pos = 1;
}
else
{
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bx::memCopy(&m_cache[1], &m_cache[pos - 1], sizeof(DebugVertex) );
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m_pos = 2;
}
m_state = State::LineTo;
}
else if (State::MoveTo == m_state)
{
++m_pos;
m_state = State::LineTo;
}
uint16_t prev = m_pos-1;
uint16_t curr = m_pos++;
DebugVertex& vertex = m_cache[curr];
vertex.m_x = _x;
vertex.m_y = _y;
vertex.m_z = _z;
Attrib& attrib = m_attrib[m_stack];
vertex.m_abgr = attrib.m_abgr;
vertex.m_len = attrib.m_offset;
float tmp[3];
bx::vec3Sub(tmp, &vertex.m_x, &m_cache[prev].m_x);
float len = bx::vec3Length(tmp) * attrib.m_scale;
vertex.m_len = m_cache[prev].m_len + len;
m_indices[m_indexPos++] = prev;
m_indices[m_indexPos++] = curr;
}
void lineTo(const void* _pos)
{
BX_CHECK(State::Count != m_state);
const float* pos = (const float*)_pos;
lineTo(pos[0], pos[1], pos[2]);
}
void lineTo(Axis::Enum _axis, float _x, float _y)
{
float pos[3];
getPoint(pos, _axis, _x, _y);
lineTo(pos);
}
void close()
{
BX_CHECK(State::Count != m_state);
DebugVertex& vertex = m_cache[m_vertexPos];
lineTo(vertex.m_x, vertex.m_y, vertex.m_z);
m_state = State::None;
}
void draw(const Aabb& _aabb)
{
moveTo(_aabb.m_min[0], _aabb.m_min[1], _aabb.m_min[2]);
lineTo(_aabb.m_max[0], _aabb.m_min[1], _aabb.m_min[2]);
lineTo(_aabb.m_max[0], _aabb.m_max[1], _aabb.m_min[2]);
lineTo(_aabb.m_min[0], _aabb.m_max[1], _aabb.m_min[2]);
close();
moveTo(_aabb.m_min[0], _aabb.m_min[1], _aabb.m_max[2]);
lineTo(_aabb.m_max[0], _aabb.m_min[1], _aabb.m_max[2]);
lineTo(_aabb.m_max[0], _aabb.m_max[1], _aabb.m_max[2]);
lineTo(_aabb.m_min[0], _aabb.m_max[1], _aabb.m_max[2]);
close();
moveTo(_aabb.m_min[0], _aabb.m_min[1], _aabb.m_min[2]);
lineTo(_aabb.m_min[0], _aabb.m_min[1], _aabb.m_max[2]);
moveTo(_aabb.m_max[0], _aabb.m_min[1], _aabb.m_min[2]);
lineTo(_aabb.m_max[0], _aabb.m_min[1], _aabb.m_max[2]);
moveTo(_aabb.m_min[0], _aabb.m_max[1], _aabb.m_min[2]);
lineTo(_aabb.m_min[0], _aabb.m_max[1], _aabb.m_max[2]);
moveTo(_aabb.m_max[0], _aabb.m_max[1], _aabb.m_min[2]);
lineTo(_aabb.m_max[0], _aabb.m_max[1], _aabb.m_max[2]);
}
void draw(const Cylinder& _cylinder, bool _capsule)
{
drawCylinder(_cylinder.m_pos, _cylinder.m_end, _cylinder.m_radius, _capsule);
}
void draw(const Disk& _disk)
{
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drawCircle(_disk.m_normal, _disk.m_center, _disk.m_radius, 0.0f);
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}
void draw(const Obb& _obb)
{
const Attrib& attrib = m_attrib[m_stack];
if (attrib.m_wireframe)
{
setTransform(_obb.m_mtx);
moveTo(-1.0f, -1.0f, -1.0f);
lineTo( 1.0f, -1.0f, -1.0f);
lineTo( 1.0f, 1.0f, -1.0f);
lineTo(-1.0f, 1.0f, -1.0f);
close();
moveTo(-1.0f, 1.0f, 1.0f);
lineTo( 1.0f, 1.0f, 1.0f);
lineTo( 1.0f, -1.0f, 1.0f);
lineTo(-1.0f, -1.0f, 1.0f);
close();
moveTo( 1.0f, -1.0f, -1.0f);
lineTo( 1.0f, -1.0f, 1.0f);
moveTo( 1.0f, 1.0f, -1.0f);
lineTo( 1.0f, 1.0f, 1.0f);
moveTo(-1.0f, 1.0f, -1.0f);
lineTo(-1.0f, 1.0f, 1.0f);
moveTo(-1.0f, -1.0f, -1.0f);
lineTo(-1.0f, -1.0f, 1.0f);
setTransform(NULL);
}
else
{
draw(Mesh::Cube, _obb.m_mtx, 1, false);
}
}
void draw(const Sphere& _sphere)
{
const Attrib& attrib = m_attrib[m_stack];
float mtx[16];
bx::mtxSRT(mtx
, _sphere.m_radius
, _sphere.m_radius
, _sphere.m_radius
, 0.0f
, 0.0f
, 0.0f
, _sphere.m_center[0]
, _sphere.m_center[1]
, _sphere.m_center[2]
);
uint8_t lod = attrib.m_lod > Mesh::SphereMaxLod
? uint8_t(Mesh::SphereMaxLod)
: attrib.m_lod
;
draw(Mesh::Enum(Mesh::Sphere0 + lod), mtx, 1, attrib.m_wireframe);
}
void drawFrustum(const float* _viewProj)
{
Plane planes[6];
buildFrustumPlanes(planes, _viewProj);
float points[24];
intersectPlanes(&points[ 0], planes[0], planes[2], planes[4]);
intersectPlanes(&points[ 3], planes[0], planes[3], planes[4]);
intersectPlanes(&points[ 6], planes[0], planes[3], planes[5]);
intersectPlanes(&points[ 9], planes[0], planes[2], planes[5]);
intersectPlanes(&points[12], planes[1], planes[2], planes[4]);
intersectPlanes(&points[15], planes[1], planes[3], planes[4]);
intersectPlanes(&points[18], planes[1], planes[3], planes[5]);
intersectPlanes(&points[21], planes[1], planes[2], planes[5]);
moveTo(&points[ 0]);
lineTo(&points[ 3]);
lineTo(&points[ 6]);
lineTo(&points[ 9]);
close();
moveTo(&points[12]);
lineTo(&points[15]);
lineTo(&points[18]);
lineTo(&points[21]);
close();
moveTo(&points[ 0]);
lineTo(&points[12]);
moveTo(&points[ 3]);
lineTo(&points[15]);
moveTo(&points[ 6]);
lineTo(&points[18]);
moveTo(&points[ 9]);
lineTo(&points[21]);
}
void drawFrustum(const void* _viewProj)
{
drawFrustum( (const float*)_viewProj);
}
void drawArc(Axis::Enum _axis, float _x, float _y, float _z, float _radius, float _degrees)
{
const Attrib& attrib = m_attrib[m_stack];
const uint32_t num = getCircleLod(attrib.m_lod);
const float step = bx::pi * 2.0f / num;
_degrees = bx::fwrap(_degrees, 360.0f);
float pos[3];
getPoint(pos, _axis
, bx::fsin(step * 0)*_radius
, bx::fcos(step * 0)*_radius
);
moveTo(pos[0] + _x, pos[1] + _y, pos[2] + _z);
uint32_t n = uint32_t(num*_degrees/360.0f);
for (uint32_t ii = 1; ii < n+1; ++ii)
{
getPoint(pos, _axis
, bx::fsin(step * ii)*_radius
, bx::fcos(step * ii)*_radius
);
lineTo(pos[0] + _x, pos[1] + _y, pos[2] + _z);
}
moveTo(_x, _y, _z);
getPoint(pos, _axis
, bx::fsin(step * 0)*_radius
, bx::fcos(step * 0)*_radius
);
lineTo(pos[0] + _x, pos[1] + _y, pos[2] + _z);
getPoint(pos, _axis
, bx::fsin(step * n)*_radius
, bx::fcos(step * n)*_radius
);
moveTo(pos[0] + _x, pos[1] + _y, pos[2] + _z);
lineTo(_x, _y, _z);
}
void drawCircle(const float* _normal, const float* _center, float _radius, float _weight)
{
const Attrib& attrib = m_attrib[m_stack];
const uint32_t num = getCircleLod(attrib.m_lod);
const float step = bx::pi * 2.0f / num;
_weight = bx::fclamp(_weight, 0.0f, 2.0f);
float udir[3];
float vdir[3];
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bx::vec3TangentFrame(_normal, udir, vdir, attrib.m_spin);
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float pos[3];
float tmp0[3];
float tmp1[3];
float xy0[2];
float xy1[2];
circle(xy0, 0.0f);
squircle(xy1, 0.0f);
bx::vec3Mul(pos, udir, bx::flerp(xy0[0], xy1[0], _weight)*_radius);
bx::vec3Mul(tmp0, vdir, bx::flerp(xy0[1], xy1[1], _weight)*_radius);
bx::vec3Add(tmp1, pos, tmp0);
bx::vec3Add(pos, tmp1, _center);
moveTo(pos);
for (uint32_t ii = 1; ii < num; ++ii)
{
float angle = step * ii;
circle(xy0, angle);
squircle(xy1, angle);
bx::vec3Mul(pos, udir, bx::flerp(xy0[0], xy1[0], _weight)*_radius);
bx::vec3Mul(tmp0, vdir, bx::flerp(xy0[1], xy1[1], _weight)*_radius);
bx::vec3Add(tmp1, pos, tmp0);
bx::vec3Add(pos, tmp1, _center);
lineTo(pos);
}
close();
}
void drawCircle(const void* _normal, const void* _center, float _radius, float _weight)
{
drawCircle( (const float*)_normal, (const float*)_center, _radius, _weight);
}
void drawCircle(Axis::Enum _axis, float _x, float _y, float _z, float _radius, float _weight)
{
const Attrib& attrib = m_attrib[m_stack];
const uint32_t num = getCircleLod(attrib.m_lod);
const float step = bx::pi * 2.0f / num;
_weight = bx::fclamp(_weight, 0.0f, 2.0f);
float xy0[2];
float xy1[2];
circle(xy0, 0.0f);
squircle(xy1, 0.0f);
float pos[3];
getPoint(pos, _axis
, bx::flerp(xy0[0], xy1[0], _weight)*_radius
, bx::flerp(xy0[1], xy1[1], _weight)*_radius
);
moveTo(pos[0] + _x, pos[1] + _y, pos[2] + _z);
for (uint32_t ii = 1; ii < num; ++ii)
{
float angle = step * ii;
circle(xy0, angle);
squircle(xy1, angle);
getPoint(pos, _axis
, bx::flerp(xy0[0], xy1[0], _weight)*_radius
, bx::flerp(xy0[1], xy1[1], _weight)*_radius
);
lineTo(pos[0] + _x, pos[1] + _y, pos[2] + _z);
}
close();
}
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void drawQuad(const float* _normal, const float* _center, float _size)
{
const Attrib& attrib = m_attrib[m_stack];
float udir[3];
float vdir[3];
bx::vec3TangentFrame(_normal, udir, vdir, attrib.m_spin);
const float halfExtent = _size*0.5f;
float umin[3];
bx::vec3Mul(umin, udir, -halfExtent);
float umax[3];
bx::vec3Mul(umax, udir, halfExtent);
float vmin[3];
bx::vec3Mul(vmin, vdir, -halfExtent);
float vmax[3];
bx::vec3Mul(vmax, vdir, halfExtent);
float pt[3];
float tmp[3];
bx::vec3Add(tmp, umin, vmin);
bx::vec3Add(pt, _center, tmp);
moveTo(pt);
bx::vec3Add(tmp, umax, vmin);
bx::vec3Add(pt, _center, tmp);
lineTo(pt);
bx::vec3Add(tmp, umax, vmax);
bx::vec3Add(pt, _center, tmp);
lineTo(pt);
bx::vec3Add(tmp, umin, vmax);
bx::vec3Add(pt, _center, tmp);
lineTo(pt);
close();
}
void drawQuad(SpriteHandle _handle, const float* _normal, const float* _center, float _size)
{
if (m_posQuad == BX_COUNTOF(m_cacheQuad) )
{
flushQuad();
}
const Attrib& attrib = m_attrib[m_stack];
float udir[3];
float vdir[3];
bx::vec3TangentFrame(_normal, udir, vdir, attrib.m_spin);
const Pack2D& pack = m_sprite.get(_handle);
const float invTextureSize = 1.0f/SPRITE_TEXTURE_SIZE;
const float us = pack.m_x * invTextureSize;
const float vs = pack.m_y * invTextureSize;
const float ue = (pack.m_x + pack.m_width ) * invTextureSize;
const float ve = (pack.m_y + pack.m_height) * invTextureSize;
const float aspectRatio = float(pack.m_width)/float(pack.m_height);
const float halfExtentU = aspectRatio*_size*0.5f;
const float halfExtentV = 1.0f/aspectRatio*_size*0.5f;
float umin[3];
bx::vec3Mul(umin, udir, -halfExtentU);
float umax[3];
bx::vec3Mul(umax, udir, halfExtentU);
float vmin[3];
bx::vec3Mul(vmin, vdir, -halfExtentV);
float vmax[3];
bx::vec3Mul(vmax, vdir, halfExtentV);
DebugUvVertex* vertex = &m_cacheQuad[m_posQuad];
m_posQuad += 4;
float pt[3];
float tmp[3];
bx::vec3Add(tmp, umin, vmin);
bx::vec3Add(pt, _center, tmp);
vertex->m_x = pt[0];
vertex->m_y = pt[1];
vertex->m_z = pt[2];
vertex->m_u = us;
vertex->m_v = vs;
vertex->m_abgr = attrib.m_abgr;
++vertex;
bx::vec3Add(tmp, umax, vmin);
bx::vec3Add(pt, _center, tmp);
vertex->m_x = pt[0];
vertex->m_y = pt[1];
vertex->m_z = pt[2];
vertex->m_u = ue;
vertex->m_v = vs;
vertex->m_abgr = attrib.m_abgr;
++vertex;
bx::vec3Add(tmp, umin, vmax);
bx::vec3Add(pt, _center, tmp);
vertex->m_x = pt[0];
vertex->m_y = pt[1];
vertex->m_z = pt[2];
vertex->m_u = us;
vertex->m_v = ve;
vertex->m_abgr = attrib.m_abgr;
++vertex;
bx::vec3Add(tmp, umax, vmax);
bx::vec3Add(pt, _center, tmp);
vertex->m_x = pt[0];
vertex->m_y = pt[1];
vertex->m_z = pt[2];
vertex->m_u = ue;
vertex->m_v = ve;
vertex->m_abgr = attrib.m_abgr;
++vertex;
}
void drawQuad(bgfx::TextureHandle _handle, const float* _normal, const float* _center, float _size)
{
BX_UNUSED(_handle, _normal, _center, _size);
}
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void drawCone(const float* _from, const float* _to, float _radius)
{
const Attrib& attrib = m_attrib[m_stack];
float tmp0[3];
bx::vec3Sub(tmp0, _from, _to);
float normal[3];
bx::vec3Norm(normal, tmp0);
float mtx[2][16];
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bx::mtxFromNormal(mtx[0], normal, _radius, _from, attrib.m_spin);
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bx::memCopy(mtx[1], mtx[0], 64);
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mtx[1][12] = _to[0];
mtx[1][13] = _to[1];
mtx[1][14] = _to[2];
uint8_t lod = attrib.m_lod > Mesh::ConeMaxLod
? uint8_t(Mesh::ConeMaxLod)
: attrib.m_lod
;
draw(Mesh::Enum(Mesh::Cone0 + lod), mtx[0], 2, attrib.m_wireframe);
}
void drawCone(const void* _from, const void* _to, float _radius)
{
drawCone( (const float*)_from, (const float*)_to, _radius);
}
void drawCylinder(const float* _from, const float* _to, float _radius, bool _capsule)
{
const Attrib& attrib = m_attrib[m_stack];
float tmp0[3];
bx::vec3Sub(tmp0, _from, _to);
float normal[3];
bx::vec3Norm(normal, tmp0);
float mtx[2][16];
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bx::mtxFromNormal(mtx[0], normal, _radius, _from, attrib.m_spin);
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bx::memCopy(mtx[1], mtx[0], 64);
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mtx[1][12] = _to[0];
mtx[1][13] = _to[1];
mtx[1][14] = _to[2];
if (_capsule)
{
uint8_t lod = attrib.m_lod > Mesh::CapsuleMaxLod
? uint8_t(Mesh::CapsuleMaxLod)
: attrib.m_lod
;
draw(Mesh::Enum(Mesh::Capsule0 + lod), mtx[0], 2, attrib.m_wireframe);
Sphere sphere;
bx::vec3Move(sphere.m_center, _from);
sphere.m_radius = _radius;
draw(sphere);
bx::vec3Move(sphere.m_center, _to);
draw(sphere);
}
else
{
uint8_t lod = attrib.m_lod > Mesh::CylinderMaxLod
? uint8_t(Mesh::CylinderMaxLod)
: attrib.m_lod
;
draw(Mesh::Enum(Mesh::Cylinder0 + lod), mtx[0], 2, attrib.m_wireframe);
}
}
void drawCylinder(const void* _from, const void* _to, float _radius, bool _capsule)
{
drawCylinder( (const float*)_from, (const float*)_to, _radius, _capsule);
}
void drawAxis(float _x, float _y, float _z, float _len, Axis::Enum _highlight, float _thickness)
{
push();
if (_thickness > 0.0f)
{
float from[3] = { _x, _y, _z };
float mid[3];
float to[3];
setColor(Axis::X == _highlight ? 0xff00ffff : 0xff0000ff);
mid[0] = _x + _len - _thickness;
mid[1] = _y;
mid[2] = _z;
to[0] = _x + _len;
to[1] = _y;
to[2] = _z;
drawCylinder(from, mid, _thickness, false);
drawCone(mid, to, _thickness);
setColor(Axis::Y == _highlight ? 0xff00ffff : 0xff00ff00);
mid[0] = _x;
mid[1] = _y + _len - _thickness;
mid[2] = _z;
to[0] = _x;
to[1] = _y + _len;
to[2] = _z;
drawCylinder(from, mid, _thickness, false);
drawCone(mid, to, _thickness);
setColor(Axis::Z == _highlight ? 0xff00ffff : 0xffff0000);
mid[0] = _x;
mid[1] = _y;
mid[2] = _z + _len - _thickness;
to[0] = _x;
to[1] = _y;
to[2] = _z + _len;
drawCylinder(from, mid, _thickness, false);
drawCone(mid, to, _thickness);
}
else
{
setColor(Axis::X == _highlight ? 0xff00ffff : 0xff0000ff);
moveTo(_x, _y, _z);
lineTo(_x + _len, _y, _z);
setColor(Axis::Y == _highlight ? 0xff00ffff : 0xff00ff00);
moveTo(_x, _y, _z);
lineTo(_x, _y + _len, _z);
setColor(Axis::Z == _highlight ? 0xff00ffff : 0xffff0000);
moveTo(_x, _y, _z);
lineTo(_x, _y, _z + _len);
}
pop();
}
void drawGrid(const float* _normal, const float* _center, uint32_t _size, float _step)
{
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const Attrib& attrib = m_attrib[m_stack];
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float udir[3];
float vdir[3];
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bx::vec3TangentFrame(_normal, udir, vdir, attrib.m_spin);
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bx::vec3Mul(udir, udir, _step);
bx::vec3Mul(vdir, vdir, _step);
const uint32_t num = (_size/2)*2+1;
const float halfExtent = float(_size/2);
float umin[3];
bx::vec3Mul(umin, udir, -halfExtent);
float umax[3];
bx::vec3Mul(umax, udir, halfExtent);
float vmin[3];
bx::vec3Mul(vmin, vdir, -halfExtent);
float vmax[3];
bx::vec3Mul(vmax, vdir, halfExtent);
float tmp[3];
float xs[3];
float xe[3];
bx::vec3Add(tmp, umin, vmin);
bx::vec3Add(xs, _center, tmp);
bx::vec3Add(tmp, umax, vmin);
bx::vec3Add(xe, _center, tmp);
float ys[3];
float ye[3];
bx::vec3Add(tmp, umin, vmin);
bx::vec3Add(ys, _center, tmp);
bx::vec3Add(tmp, umin, vmax);
bx::vec3Add(ye, _center, tmp);
for (uint32_t ii = 0; ii < num; ++ii)
{
moveTo(xs);
lineTo(xe);
bx::vec3Add(xs, xs, vdir);
bx::vec3Add(xe, xe, vdir);
moveTo(ys);
lineTo(ye);
bx::vec3Add(ys, ys, udir);
bx::vec3Add(ye, ye, udir);
}
}
void drawGrid(const void* _normal, const void* _center, uint32_t _size, float _step)
{
drawGrid( (const float*)_normal, (const float*)_center, _size, _step);
}
void drawGrid(Axis::Enum _axis, const float* _center, uint32_t _size, float _step)
{
push();
setTranslate(_center);
const uint32_t num = (_size/2)*2-1;
const float halfExtent = float(_size/2) * _step;
setColor(0xff606060);
float yy = -halfExtent + _step;
for (uint32_t ii = 0; ii < num; ++ii)
{
moveTo(_axis, -halfExtent, yy);
lineTo(_axis, halfExtent, yy);
moveTo(_axis, yy, -halfExtent);
lineTo(_axis, yy, halfExtent);
yy += _step;
}
setColor(0xff101010);
moveTo(_axis, -halfExtent, -halfExtent);
lineTo(_axis, -halfExtent, halfExtent);
lineTo(_axis, halfExtent, halfExtent);
lineTo(_axis, halfExtent, -halfExtent);
close();
moveTo(_axis, -halfExtent, 0.0f);
lineTo(_axis, halfExtent, 0.0f);
moveTo(_axis, 0.0f, -halfExtent);
lineTo(_axis, 0.0f, halfExtent);
pop();
}
void drawGrid(Axis::Enum _axis, const void* _center, uint32_t _size, float _step)
{
drawGrid(_axis, (const float*)_center, _size, _step);
}
void drawOrb(float _x, float _y, float _z, float _radius, Axis::Enum _hightlight)
{
push();
setColor(Axis::X == _hightlight ? 0xff00ffff : 0xff0000ff);
drawCircle(Axis::X, _x, _y, _z, _radius, 0.0f);
setColor(Axis::Y == _hightlight ? 0xff00ffff : 0xff00ff00);
drawCircle(Axis::Y, _x, _y, _z, _radius, 0.0f);
setColor(Axis::Z == _hightlight ? 0xff00ffff : 0xffff0000);
drawCircle(Axis::Z, _x, _y, _z, _radius, 0.0f);
pop();
}
private:
struct Mesh
{
enum Enum
{
Sphere0,
Sphere1,
Sphere2,
Sphere3,
Cone0,
Cone1,
Cone2,
Cone3,
Cylinder0,
Cylinder1,
Cylinder2,
Cylinder3,
Capsule0,
Capsule1,
Capsule2,
Capsule3,
Cube,
Count,
SphereMaxLod = Sphere3 - Sphere0,
ConeMaxLod = Cone3 - Cone0,
CylinderMaxLod = Cylinder3 - Cylinder0,
CapsuleMaxLod = Capsule3 - Capsule0,
};
uint32_t m_startVertex;
uint32_t m_numVertices;
uint32_t m_startIndex[2];
uint32_t m_numIndices[2];
};
struct Program
{
enum Enum
{
Lines,
LinesStipple,
Fill,
FillLit,
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FillTexture,
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Count
};
};
void draw(Mesh::Enum _mesh, const float* _mtx, uint16_t _num, bool _wireframe) const
{
const Mesh& mesh = m_mesh[_mesh];
const Attrib& attrib = m_attrib[m_stack];
if (0 != mesh.m_numIndices[_wireframe])
{
bgfx::setIndexBuffer(m_ibh
, mesh.m_startIndex[_wireframe]
, mesh.m_numIndices[_wireframe]
);
}
const float flip = 0 == (attrib.m_state & BGFX_STATE_CULL_CCW) ? 1.0f : -1.0f;
const uint8_t alpha = attrib.m_abgr>>24;
float params[4][4] =
{
{ // lightDir
0.0f * flip,
-1.0f * flip,
0.0f * flip,
3.0f, // shininess
},
{ // skyColor
1.0f,
0.9f,
0.8f,
0.0f, // unused
},
{ // groundColor.xyz0
0.2f,
0.22f,
0.5f,
0.0f, // unused
},
{ // matColor
( (attrib.m_abgr )&0xff)/255.0f,
( (attrib.m_abgr>> 8)&0xff)/255.0f,
( (attrib.m_abgr>>16)&0xff)/255.0f,
( alpha )/255.0f,
},
};
bx::vec3Norm(params[0], params[0]);
bgfx::setUniform(u_params, params, 4);
bgfx::setTransform(_mtx, _num);
bgfx::setVertexBuffer(m_vbh, mesh.m_startVertex, mesh.m_numVertices);
bgfx::setState(0
| attrib.m_state
| (_wireframe ? BGFX_STATE_PT_LINES|BGFX_STATE_LINEAA|BGFX_STATE_BLEND_ALPHA
: (alpha < 0xff) ? BGFX_STATE_BLEND_ALPHA : 0)
);
bgfx::submit(m_viewId, m_program[_wireframe ? Program::Fill : Program::FillLit]);
}
void softFlush()
{
if (m_pos == uint16_t(BX_COUNTOF(m_cache) ) )
{
flush();
}
}
void flush()
{
if (0 != m_pos)
{
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if (checkAvailTransientBuffers(m_pos, DebugVertex::ms_decl, m_indexPos) )
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{
bgfx::TransientVertexBuffer tvb;
bgfx::allocTransientVertexBuffer(&tvb, m_pos, DebugVertex::ms_decl);
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bx::memCopy(tvb.data, m_cache, m_pos * DebugVertex::ms_decl.m_stride);
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bgfx::TransientIndexBuffer tib;
bgfx::allocTransientIndexBuffer(&tib, m_indexPos);
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bx::memCopy(tib.data, m_indices, m_indexPos * sizeof(uint16_t) );
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const Attrib& attrib = m_attrib[m_stack];
bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_PT_LINES
| attrib.m_state
| BGFX_STATE_LINEAA
| BGFX_STATE_BLEND_ALPHA
);
bgfx::setTransform(m_mtx);
bgfx::ProgramHandle program = m_program[attrib.m_stipple ? 1 : 0];
bgfx::submit(m_viewId, program);
}
m_state = State::None;
m_pos = 0;
m_indexPos = 0;
m_vertexPos = 0;
}
}
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void flushQuad()
{
if (0 != m_posQuad)
{
const uint32_t numIndices = m_posQuad/4*6;
if (checkAvailTransientBuffers(m_posQuad, DebugUvVertex::ms_decl, numIndices) )
{
bgfx::TransientVertexBuffer tvb;
bgfx::allocTransientVertexBuffer(&tvb, m_posQuad, DebugUvVertex::ms_decl);
bx::memCopy(tvb.data, m_cacheQuad, m_posQuad * DebugUvVertex::ms_decl.m_stride);
bgfx::TransientIndexBuffer tib;
bgfx::allocTransientIndexBuffer(&tib, numIndices);
uint16_t* indices = (uint16_t*)tib.data;
for (uint16_t ii = 0, num = m_posQuad/4; ii < num; ++ii)
{
uint16_t startVertex = ii*4;
indices[0] = startVertex+0;
indices[1] = startVertex+1;
indices[2] = startVertex+2;
indices[3] = startVertex+1;
indices[4] = startVertex+3;
indices[5] = startVertex+2;
indices += 6;
}
const Attrib& attrib = m_attrib[m_stack];
bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
bgfx::setState(0
| (attrib.m_state & ~BGFX_STATE_CULL_MASK)
);
bgfx::setTransform(m_mtx);
bgfx::setTexture(0, s_texColor, m_texture);
bgfx::submit(m_viewId, m_program[Program::FillTexture]);
}
m_posQuad = 0;
}
}
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struct State
{
enum Enum
{
None,
MoveTo,
LineTo,
Count
};
};
static const uint32_t cacheSize = 1024;
static const uint32_t stackSize = 16;
BX_STATIC_ASSERT(cacheSize >= 3, "Cache must be at least 3 elements.");
DebugVertex m_cache[cacheSize+1];
uint16_t m_indices[cacheSize*2];
uint16_t m_pos;
uint16_t m_indexPos;
uint16_t m_vertexPos;
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static const uint32_t cacheQuadSize = 1024;
DebugUvVertex m_cacheQuad[cacheQuadSize];
uint16_t m_posQuad;
uint32_t m_mtx;
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uint8_t m_viewId;
uint8_t m_stack;
bool m_depthTestLess;
struct Attrib
{
uint64_t m_state;
float m_offset;
float m_scale;
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float m_spin;
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uint32_t m_abgr;
bool m_stipple;
bool m_wireframe;
uint8_t m_lod;
};
Attrib m_attrib[stackSize];
State::Enum m_state;
Mesh m_mesh[Mesh::Count];
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typedef SpriteT<256, SPRITE_TEXTURE_SIZE> Sprite;
Sprite m_sprite;
bgfx::UniformHandle s_texColor;
bgfx::TextureHandle m_texture;
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bgfx::ProgramHandle m_program[Program::Count];
bgfx::UniformHandle u_params;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bx::AllocatorI* m_allocator;
};
static DebugDraw s_dd;
void ddInit(bool _depthTestLess, bx::AllocatorI* _allocator)
{
s_dd.init(_depthTestLess, _allocator);
}
void ddShutdown()
{
s_dd.shutdown();
}
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SpriteHandle ddCreateSprite(uint16_t _width, uint16_t _height, const void* _data)
{
return s_dd.createSprite(_width, _height, _data);
}
void ddDestroy(SpriteHandle _handle)
{
s_dd.destroy(_handle);
}
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void ddBegin(uint8_t _viewId)
{
s_dd.begin(_viewId);
}
void ddEnd()
{
s_dd.end();
}
void ddPush()
{
s_dd.push();
}
void ddPop()
{
s_dd.pop();
}
void ddSetState(bool _depthTest, bool _depthWrite, bool _clockwise)
{
s_dd.setState(_depthTest, _depthWrite, _clockwise);
}
void ddSetColor(uint32_t _abgr)
{
s_dd.setColor(_abgr);
}
void ddSetLod(uint8_t _lod)
{
s_dd.setLod(_lod);
}
void ddSetWireframe(bool _wireframe)
{
s_dd.setWireframe(_wireframe);
}
void ddSetStipple(bool _stipple, float _scale, float _offset)
{
s_dd.setStipple(_stipple, _scale, _offset);
}
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void ddSetSpin(float _spin)
{
s_dd.setSpin(_spin);
}
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void ddSetTransform(const void* _mtx)
{
s_dd.setTransform(_mtx);
}
void ddSetTranslate(float _x, float _y, float _z)
{
s_dd.setTranslate(_x, _y, _z);
}
void ddMoveTo(float _x, float _y, float _z)
{
s_dd.moveTo(_x, _y, _z);
}
void ddMoveTo(const void* _pos)
{
s_dd.moveTo(_pos);
}
void ddLineTo(float _x, float _y, float _z)
{
s_dd.lineTo(_x, _y, _z);
}
void ddLineTo(const void* _pos)
{
s_dd.lineTo(_pos);
}
void ddClose()
{
s_dd.close();
}
void ddDraw(const Aabb& _aabb)
{
s_dd.draw(_aabb);
}
void ddDraw(const Cylinder& _cylinder, bool _capsule)
{
s_dd.draw(_cylinder, _capsule);
}
void ddDraw(const Disk& _disk)
{
s_dd.draw(_disk);
}
void ddDraw(const Obb& _obb)
{
s_dd.draw(_obb);
}
void ddDraw(const Sphere& _sphere)
{
s_dd.draw(_sphere);
}
void ddDrawFrustum(const void* _viewProj)
{
s_dd.drawFrustum(_viewProj);
}
void ddDrawArc(Axis::Enum _axis, float _x, float _y, float _z, float _radius, float _degrees)
{
s_dd.drawArc(_axis, _x, _y, _z, _radius, _degrees);
}
void ddDrawCircle(const void* _normal, const void* _center, float _radius, float _weight)
{
s_dd.drawCircle(_normal, _center, _radius, _weight);
}
void ddDrawCircle(Axis::Enum _axis, float _x, float _y, float _z, float _radius, float _weight)
{
s_dd.drawCircle(_axis, _x, _y, _z, _radius, _weight);
}
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void ddDrawQuad(const float* _normal, const float* _center, float _size)
{
s_dd.drawQuad(_normal, _center, _size);
}
void ddDrawQuad(SpriteHandle _handle, const float* _normal, const float* _center, float _size)
{
s_dd.drawQuad(_handle, _normal, _center, _size);
}
void ddDrawQuad(bgfx::TextureHandle _handle, const float* _normal, const float* _center, float _size)
{
s_dd.drawQuad(_handle, _normal, _center, _size);
}
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void ddDrawCone(const void* _from, const void* _to, float _radius)
{
s_dd.drawCone(_from, _to, _radius);
}
void ddDrawCylinder(const void* _from, const void* _to, float _radius, bool _capsule)
{
if (_capsule)
{
s_dd.push();
s_dd.setLod(0);
s_dd.drawCylinder(_from, _to, _radius, true);
s_dd.pop();
}
else
{
s_dd.drawCylinder(_from, _to, _radius, false);
}
}
void ddDrawCapsule(const void* _from, const void* _to, float _radius)
{
s_dd.drawCylinder(_from, _to, _radius, true);
}
void ddDrawAxis(float _x, float _y, float _z, float _len, Axis::Enum _hightlight, float _thickness)
{
s_dd.drawAxis(_x, _y, _z, _len, _hightlight, _thickness);
}
void ddDrawGrid(const void* _normal, const void* _center, uint32_t _size, float _step)
{
s_dd.drawGrid(_normal, _center, _size, _step);
}
void ddDrawGrid(Axis::Enum _axis, const void* _center, uint32_t _size, float _step)
{
s_dd.drawGrid(_axis, _center, _size, _step);
}
void ddDrawOrb(float _x, float _y, float _z, float _radius, Axis::Enum _hightlight)
{
s_dd.drawOrb(_x, _y, _z, _radius, _hightlight);
}