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@ -168,11 +168,6 @@ bgfx::IndexBufferHandle cube_ibh;
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bgfx::IndexBufferHandle cube_edges_ibh;
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bgfx::VertexBufferHandle plane_vbh;
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bgfx::IndexBufferHandle plane_ibh;
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bgfx::DynamicVertexBufferHandle path_lines_vbh;
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bgfx::DynamicIndexBufferHandle path_lines_ibh;
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bgfx::DynamicVertexBufferHandle debug_lines_vbh;
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bgfx::DynamicIndexBufferHandle debug_lines_ibh;
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bgfx::UniformHandle u_time;
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bgfx::UniformHandle u_color;
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@ -458,14 +453,25 @@ RenderState s_renderStates[RenderState::Count] = {
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0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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| BGFX_STATE_DEPTH_TEST_LESS
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// | BGFX_STATE_DEPTH_TEST_GREATER
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// | BGFX_STATE_PT_LINES
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| BGFX_STATE_MSAA,
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0,
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RenderProgram(),
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RenderState::Lines
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},
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{ // LinesOccluded
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0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_TEST_GREATER
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// | BGFX_STATE_PT_LINES
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| BGFX_STATE_MSAA,
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0,
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RenderProgram(),
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RenderState::LinesOccluded
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},
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{ // Debug
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0
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@ -586,7 +592,7 @@ struct PathVertex
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float prev[3];
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float next[3];
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// TODO: use an int for the direction
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float direction;
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float info[2]; // direction and length in screen space
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float color[4];
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static void init()
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@ -596,7 +602,7 @@ struct PathVertex
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord1, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord2, 1, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord2, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Float)
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.end();
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}
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@ -832,30 +838,6 @@ void Renderer::createGeometries() {
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bgfx::makeRef(s_cubeEdgeIndices, sizeof(s_cubeEdgeIndices) )
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);
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// Create dynamic debug line buffer
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path_lines_vbh = bgfx::createDynamicVertexBuffer(
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(uint32_t) 1,
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PathVertex::ms_decl,
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BGFX_BUFFER_ALLOW_RESIZE
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);
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path_lines_ibh= bgfx::createDynamicIndexBuffer(
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(uint32_t) 1,
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BGFX_BUFFER_ALLOW_RESIZE
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);
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// Create dynamic debug line buffer
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debug_lines_vbh = bgfx::createDynamicVertexBuffer(
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(uint32_t) 1,
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PosColorVertex::ms_decl,
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BGFX_BUFFER_ALLOW_RESIZE
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);
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debug_lines_ibh = bgfx::createDynamicIndexBuffer(
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(uint32_t) 1,
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BGFX_BUFFER_ALLOW_RESIZE
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);
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plane_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
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, PosNormalColorTexcoordVertex::ms_decl
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@ -866,6 +848,105 @@ void Renderer::createGeometries() {
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);
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}
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Path::~Path() {
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if (bgfx::isValid(mVertexBufferHandle))
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bgfx::destroyDynamicVertexBuffer(mVertexBufferHandle);
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if (bgfx::isValid(mIndexBufferHandle))
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bgfx::destroyDynamicIndexBuffer(mIndexBufferHandle);
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}
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void Path::UpdateBuffers() {
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// create an array for the actual buffer
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std::vector<PathVertex> path_vertices;
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float path_length = 0;
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// Copy points to the vertex buffer
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for (int i = 0; i < points.size(); i++) {
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PathVertex vertex;
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memcpy (vertex.position, points[i].data(), sizeof(float) * 3);
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memcpy (vertex.color, colors[i].data(), sizeof(float) * 4);
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if (i == 0) {
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assert (points.size() > 1);
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memcpy (vertex.prev, points[i].data(), sizeof(float) * 3);
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memcpy (vertex.next, points[i + 1].data(), sizeof(float) * 3);
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} else if (i == points.size() - 1) {
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memcpy (vertex.next, points[i].data(), sizeof(float) * 3);
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memcpy (vertex.prev, points[i - 1].data(), sizeof(float) * 3);
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} else {
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memcpy (vertex.prev, points[i - 1].data(), sizeof(float) * 3);
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memcpy (vertex.next, points[i + 1].data(), sizeof(float) * 3);
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}
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if (i > 0) {
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path_length += (points[i] - points[i - 1]).norm();
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}
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vertex.info[0] = -1.0f;
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vertex.info[1] = path_length;
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path_vertices.push_back(vertex);
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vertex.info[0] = 1.0f;
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vertex.info[1] = path_length;
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path_vertices.push_back(vertex);
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PathVertex &last_vertex = path_vertices[path_vertices.size() - 1];
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assert (last_vertex.color[0] == colors[i][0]);
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assert (last_vertex.color[1] == colors[i][1]);
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assert (last_vertex.color[2] == colors[i][2]);
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assert (last_vertex.color[3] == 1.0f);
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}
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// Assemble the index buffer (every point is submitted twice
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// and gets extruded in the vertex shader)
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std::vector<uint16_t> line_indices;
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int index = 0;
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for (int i = 0; i < (path_vertices.size() / 2) - 1; i++) {
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int j = index;
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line_indices.push_back(j + 0);
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line_indices.push_back(j + 1);
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line_indices.push_back(j + 2);
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line_indices.push_back(j + 2);
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line_indices.push_back(j + 1);
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line_indices.push_back(j + 3);
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index += 2;
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}
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// create buffers if they are not yet valid
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if (!bgfx::isValid(mVertexBufferHandle)) {
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mVertexBufferHandle = bgfx::createDynamicVertexBuffer(
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bgfx::copy(
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path_vertices.data(),
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sizeof(PathVertex) * path_vertices.size()
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),
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PathVertex::ms_decl
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);
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mIndexBufferHandle = bgfx::createDynamicIndexBuffer(
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bgfx::copy(line_indices.data(), sizeof(uint16_t) * line_indices.size())
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);
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} else {
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bgfx::updateDynamicVertexBuffer(
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mVertexBufferHandle,
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0,
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bgfx::copy(
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path_vertices.data(),
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sizeof(PathVertex) * path_vertices.size()
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)
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);
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bgfx::updateDynamicIndexBuffer(
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mIndexBufferHandle,
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0,
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bgfx::copy(line_indices.data(), sizeof(uint16_t) * line_indices.size())
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);
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}
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assert (bgfx::isValid(mVertexBufferHandle));
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assert (bgfx::isValid(mIndexBufferHandle));
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}
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void Renderer::setupShaders() {
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// Create uniforms
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sceneDefaultTextureSampler = bgfx::createUniform("sceneDefaultTexture", bgfx::UniformType::Int1);
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@ -975,6 +1056,8 @@ void Renderer::setupShaders() {
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s_renderStates[RenderState::Lines].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines.sc");
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s_renderStates[RenderState::LinesOccluded].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines_occluded.sc");
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s_renderStates[RenderState::Debug].m_program = RenderProgram("shaders/src/vs_debug.sc", "shaders/src/fs_debug.sc");
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}
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@ -1007,7 +1090,10 @@ void Renderer::setupRenderPasses() {
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s_renderStates[RenderState::SceneTextured].m_textures[1].m_texture = sceneDefaultTexture;
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// Lines
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s_renderStates[RenderState::Debug].m_viewId = RenderState::Lines;
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s_renderStates[RenderState::Lines].m_viewId = RenderState::Lines;
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// Lines
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s_renderStates[RenderState::LinesOccluded].m_viewId = RenderState::LinesOccluded;
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// Debug
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s_renderStates[RenderState::Debug].m_viewId = RenderState::Debug;
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@ -1133,12 +1219,6 @@ void Renderer::initialize(int width, int height) {
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}
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void Renderer::shutdown() {
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bgfx::destroyDynamicVertexBuffer(debug_lines_vbh);
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bgfx::destroyDynamicIndexBuffer(debug_lines_ibh);
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bgfx::destroyDynamicVertexBuffer(path_lines_vbh);
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bgfx::destroyDynamicIndexBuffer(path_lines_ibh);
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bgfx::destroyIndexBuffer(cube_ibh);
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bgfx::destroyIndexBuffer(cube_edges_ibh);
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bgfx::destroyVertexBuffer(cube_vbh);
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@ -1331,6 +1411,9 @@ void Renderer::paintGL() {
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bgfx::setViewRect(RenderState::Lines, 0, 0, width, height);
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bgfx::setViewTransform(RenderState::Lines, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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bgfx::setViewRect(RenderState::LinesOccluded, 0, 0, width, height);
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bgfx::setViewTransform(RenderState::LinesOccluded, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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bgfx::setViewRect(RenderState::Debug, 0, 0, width, height);
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bgfx::setViewTransform(RenderState::Debug, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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@ -1344,7 +1427,7 @@ void Renderer::paintGL() {
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bx::mtxSRT(mtxFloor
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, 10.0f, 10.0f, 10.0f
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, 0.0f, 0.0f, 0.0f
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, 0.0f, 0.001f, 0.0f
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, 0.0f, -0.009f, 0.0f
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);
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float lightMtx[16];
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@ -1523,158 +1606,92 @@ void Renderer::paintGL() {
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bgfx::setUniform(u_color, Vector4f(1.0f, 1.0f, 1.0f, 1.f).data(), 4);
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// assemble lines for alls debug lines
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uint32_t line_count = 0;
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debugPaths.resize(debugCommands.size());
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for (uint32_t i = 0; i < debugCommands.size(); i++) {
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Path &line = debugPaths[i];
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if (debugCommands[i].type == DebugCommand::Line) {
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line_count++;
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}
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}
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line.points.clear();
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line.colors.clear();
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// clear and create buffer data for the lines
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debugPaths.clear();
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uint16_t* line_idx_buf = new uint16_t[line_count * 2];
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PosColorVertex *line_vert_buf = new PosColorVertex[line_count * 2];
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for (uint32_t i = 0; i < debugCommands.size(); i++) {
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if (debugCommands[i].type == DebugCommand::Line) {
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Path line;
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// TODO: we submit start and end twice to make sure
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// we have no color blending triangles when extruding
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// the lines using triangles. Should be improved.
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line.points.push_back(debugCommands[i].from);
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line.points.push_back(debugCommands[i].from);
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line.colors.push_back(debugCommands[i].color);
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line.points.push_back(debugCommands[i].to);
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line.points.push_back(debugCommands[i].to);
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line.color = debugCommands[i].color;
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line.miter = 0.0f;
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debugPaths.push_back(line);
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}
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line.colors.push_back(debugCommands[i].color);
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line.UpdateBuffers();
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} else if (debugCommands[i].type == DebugCommand::Sphere) {
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line.points.clear();
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line.colors.clear();
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float radius = debugCommands[i].to[0];
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float c,s,angle;
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const int cNumSegments = 64;
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// circle in X-Y plane
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for (uint32_t j = 0; j < cNumSegments; j++) {
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angle = M_PI * 0.5f + 2. * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
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s = sin(angle) * radius;
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c = cos(angle) * radius;
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line.points.push_back(Vector3f(s, c, 0));
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line.colors.push_back(debugCommands[i].color);
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}
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// update buffer from buffer data
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bgfx::updateDynamicVertexBuffer (debug_lines_vbh,
|
|
|
|
|
0,
|
|
|
|
|
bgfx::copy(line_vert_buf, sizeof(PosColorVertex) * line_count * 2)
|
|
|
|
|
);
|
|
|
|
|
// circle in X-Z plane (note: we draw the circle an
|
|
|
|
|
// additional 90 degrees so that we can directly start
|
|
|
|
|
// the last circle.
|
|
|
|
|
for (uint32_t j = 0; j < cNumSegments; j++) {
|
|
|
|
|
angle = M_PI * 0.5f + 2.5 * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
|
|
|
|
|
|
|
|
|
|
bgfx::updateDynamicIndexBuffer (debug_lines_ibh,
|
|
|
|
|
0,
|
|
|
|
|
bgfx::copy(line_idx_buf, sizeof(uint16_t) * line_count * 2)
|
|
|
|
|
);
|
|
|
|
|
s = sin(angle) * radius;
|
|
|
|
|
c = cos(angle) * radius;
|
|
|
|
|
|
|
|
|
|
// submit data
|
|
|
|
|
const RenderState& st = s_renderStates[RenderState::Debug];
|
|
|
|
|
|
|
|
|
|
bgfx::setIndexBuffer(debug_lines_ibh);
|
|
|
|
|
bgfx::setVertexBuffer(debug_lines_vbh);
|
|
|
|
|
bgfx::setState(st.m_state);
|
|
|
|
|
bgfx::submit(st.m_viewId, st.m_program.program);
|
|
|
|
|
|
|
|
|
|
// free buffer data
|
|
|
|
|
delete[] line_vert_buf;
|
|
|
|
|
delete[] line_idx_buf;
|
|
|
|
|
line.points.push_back(Vector3f(s, 0, c));
|
|
|
|
|
line.colors.push_back(debugCommands[i].color);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// create an array for the actual buffer
|
|
|
|
|
std::vector<PathVertex> path_vertices;
|
|
|
|
|
// circle in Y-Z plane
|
|
|
|
|
for (uint32_t j = 0; j < cNumSegments; j++) {
|
|
|
|
|
angle = M_PI + 2. * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
|
|
|
|
|
|
|
|
|
|
// Rendering of debug lines and paths
|
|
|
|
|
for (Path &path : debugPaths) {
|
|
|
|
|
// note: we submit each vertex twice so that any two points are
|
|
|
|
|
// extruded by a quad made of two triangles (hence four points)
|
|
|
|
|
for (int i = 0; i < path.points.size(); i++) {
|
|
|
|
|
PathVertex vertex;
|
|
|
|
|
memcpy (vertex.position, path.points[i].data(), sizeof(float) * 3);
|
|
|
|
|
memcpy (vertex.color, path.color.data(), sizeof(float) * 4);
|
|
|
|
|
if (i == 0) {
|
|
|
|
|
assert (path.points.size() > 1);
|
|
|
|
|
memcpy (vertex.prev, path.points[i].data(), sizeof(float) * 3);
|
|
|
|
|
memcpy (vertex.next, path.points[i + 1].data(), sizeof(float) * 3);
|
|
|
|
|
} else if (i == path.points.size() - 1) {
|
|
|
|
|
memcpy (vertex.next, path.points[i].data(), sizeof(float) * 3);
|
|
|
|
|
memcpy (vertex.prev, path.points[i - 1].data(), sizeof(float) * 3);
|
|
|
|
|
} else {
|
|
|
|
|
memcpy (vertex.prev, path.points[i - 1].data(), sizeof(float) * 3);
|
|
|
|
|
memcpy (vertex.next, path.points[i + 1].data(), sizeof(float) * 3);
|
|
|
|
|
}
|
|
|
|
|
vertex.direction = -1.0f;
|
|
|
|
|
path_vertices.push_back(vertex);
|
|
|
|
|
vertex.direction = 1.0f;
|
|
|
|
|
path_vertices.push_back(vertex);
|
|
|
|
|
s = sin(angle) * radius;
|
|
|
|
|
c = cos(angle) * radius;
|
|
|
|
|
|
|
|
|
|
line.points.push_back(Vector3f(0, s, c));
|
|
|
|
|
line.colors.push_back(debugCommands[i].color);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// PathVertex* v = (PathVertex*) path_vertices.data();
|
|
|
|
|
// int vi = 0;
|
|
|
|
|
// while (vi < path_vertices.size()) {
|
|
|
|
|
// cout << vi << ": v=" << v->position[0] << ", " << v->position[1] << ", " << v->position[2]
|
|
|
|
|
// << " p=" << v->prev[0] << ", " << v->prev[1] << ", " << v->prev[2] << ", "
|
|
|
|
|
// << " n=" << v->next[0] << ", " << v->next[1] << ", " << v->next[2] << ", "
|
|
|
|
|
// << " d=" << v->direction << endl;
|
|
|
|
|
//
|
|
|
|
|
// v++;
|
|
|
|
|
// vi++;
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
line.UpdateBuffers();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// update buffer from buffer data
|
|
|
|
|
bgfx::updateDynamicVertexBuffer (path_lines_vbh,
|
|
|
|
|
0,
|
|
|
|
|
bgfx::copy(path_vertices.data(), sizeof(PathVertex) * path_vertices.size())
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// only render if we actually have lines to draw
|
|
|
|
|
if (path_vertices.size() > 0)
|
|
|
|
|
{
|
|
|
|
|
std::vector<uint16_t> line_indices;
|
|
|
|
|
int index = 0;
|
|
|
|
|
for (int i = 0; i < (path_vertices.size() / 2) - 1; i++) {
|
|
|
|
|
int j = index;
|
|
|
|
|
line_indices.push_back(j + 0);
|
|
|
|
|
line_indices.push_back(j + 1);
|
|
|
|
|
line_indices.push_back(j + 2);
|
|
|
|
|
line_indices.push_back(j + 2);
|
|
|
|
|
line_indices.push_back(j + 1);
|
|
|
|
|
line_indices.push_back(j + 3);
|
|
|
|
|
index += 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// for (int i = 0; i < line_indices.size(); i++) {
|
|
|
|
|
// cout << line_indices[i] << ", ";
|
|
|
|
|
// }
|
|
|
|
|
// cout << endl;
|
|
|
|
|
//
|
|
|
|
|
// cout << "points: " << path.points.size()
|
|
|
|
|
// << ", line indices: " << line_indices.size()
|
|
|
|
|
// << ", path_vertices: " << path_vertices.size()
|
|
|
|
|
// << ", last line index: " << line_indices[line_indices.size() -1]
|
|
|
|
|
// << ", width = " << width << ", height = " << height
|
|
|
|
|
// << endl;
|
|
|
|
|
|
|
|
|
|
// assert (line_indices[line_indices.size() -1] < path_vertices.size());
|
|
|
|
|
// assert (line_indices.size() == path.points.size() * 3);
|
|
|
|
|
|
|
|
|
|
bgfx::updateDynamicIndexBuffer (path_lines_ibh,
|
|
|
|
|
0,
|
|
|
|
|
bgfx::copy(line_indices.data(), sizeof(uint16_t) * line_indices.size())
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// submit data
|
|
|
|
|
const RenderState& st = s_renderStates[RenderState::Lines];
|
|
|
|
|
|
|
|
|
|
float thickness = 0.05f;
|
|
|
|
|
float miter = 0.0f;
|
|
|
|
|
float aspect = static_cast<float>(width) / height;
|
|
|
|
|
|
|
|
|
|
Vector4f params (thickness, miter, aspect, 0.0f);
|
|
|
|
|
|
|
|
|
|
Camera &active_camera = cameras[activeCameraIndex];
|
|
|
|
|
// submit data to regular lines state
|
|
|
|
|
const RenderState& st = s_renderStates[RenderState::Lines];
|
|
|
|
|
|
|
|
|
|
bgfx::setUniform(u_line_params, params.data(), 1);
|
|
|
|
|
bgfx::setIndexBuffer(path_lines_ibh);
|
|
|
|
|
bgfx::setVertexBuffer(path_lines_vbh);
|
|
|
|
|
bgfx::setIndexBuffer(line.mIndexBufferHandle);
|
|
|
|
|
bgfx::setVertexBuffer(line.mVertexBufferHandle);
|
|
|
|
|
bgfx::setState(st.m_state);
|
|
|
|
|
bgfx::submit(st.m_viewId, st.m_program.program);
|
|
|
|
|
|
|
|
|
|
// submit data to state LinesOccluded
|
|
|
|
|
bgfx::setState(s_renderStates[RenderState::LinesOccluded].m_state);
|
|
|
|
|
bgfx::setUniform(u_line_params, params.data(), 1);
|
|
|
|
|
bgfx::setIndexBuffer(line.mIndexBufferHandle);
|
|
|
|
|
bgfx::setVertexBuffer(line.mVertexBufferHandle);
|
|
|
|
|
bgfx::submit(
|
|
|
|
|
s_renderStates[RenderState::LinesOccluded].m_viewId,
|
|
|
|
|
s_renderStates[RenderState::LinesOccluded].m_program.program
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
|
|
@ -1833,4 +1850,17 @@ void Renderer::drawDebugAxes (
|
|
|
|
|
drawDebugLine (pos, pos + Vector3f (orientation.block<3,1>(0,2)) * scale, Vector3f (0.f, 0.f, 1.f));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::drawDebugSphere (
|
|
|
|
|
const Vector3f &pos,
|
|
|
|
|
float radius,
|
|
|
|
|
const Vector4f &color) {
|
|
|
|
|
DebugCommand cmd;
|
|
|
|
|
cmd.type = DebugCommand::Sphere;
|
|
|
|
|
cmd.from = pos;
|
|
|
|
|
cmd.to[0] = radius;
|
|
|
|
|
cmd.color = color;
|
|
|
|
|
|
|
|
|
|
debugCommands.push_back(cmd);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|