1 | /* Copyright (C) 2023 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | #include "precompiled.h"
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19 |
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20 | #include "renderer/DebugRenderer.h"
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21 |
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22 | #include "graphics/Camera.h"
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23 | #include "graphics/Color.h"
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24 | #include "graphics/ShaderManager.h"
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25 | #include "graphics/ShaderProgram.h"
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26 | #include "lib/hash.h"
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27 | #include "maths/BoundingBoxAligned.h"
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28 | #include "maths/Brush.h"
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29 | #include "maths/Matrix3D.h"
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30 | #include "maths/Vector3D.h"
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31 | #include "ps/CStrInternStatic.h"
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32 | #include "renderer/backend/IDeviceCommandContext.h"
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33 | #include "renderer/Renderer.h"
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34 | #include "renderer/SceneRenderer.h"
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35 |
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36 | #include <cmath>
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37 |
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38 | void CDebugRenderer::Initialize()
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39 | {
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40 | const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
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41 | {Renderer::Backend::VertexAttributeStream::POSITION,
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42 | Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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43 | Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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44 | }};
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45 | m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
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46 | }
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47 |
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48 | void CDebugRenderer::DrawLine(
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49 | const CVector3D& from, const CVector3D& to, const CColor& color,
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50 | const float width, const bool depthTestEnabled)
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51 | {
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52 | if (from == to)
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53 | return;
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54 |
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55 | DrawLine({from, to}, color, width, depthTestEnabled);
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56 | }
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57 |
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58 | void CDebugRenderer::DrawLine(
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59 | const std::vector<CVector3D>& line, const CColor& color,
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60 | const float width, const bool depthTestEnabled)
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61 | {
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62 | if (line.size() <= 1)
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63 | return;
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64 |
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65 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
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66 | g_Renderer.GetDeviceCommandContext();
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67 |
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68 | CShaderTechniquePtr debugLineTech =
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69 | GetShaderTechnique(str_debug_line, color, depthTestEnabled);
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70 | deviceCommandContext->SetGraphicsPipelineState(
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71 | debugLineTech->GetGraphicsPipelineState());
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72 | deviceCommandContext->BeginPass();
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73 |
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74 | const CCamera& viewCamera = g_Renderer.GetSceneRenderer().GetViewCamera();
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75 |
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76 | Renderer::Backend::IShaderProgram* debugLineShader = debugLineTech->GetShader();
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77 | const CMatrix3D transform = viewCamera.GetViewProjection();
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78 | deviceCommandContext->SetUniform(
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79 | debugLineShader->GetBindingSlot(str_transform), transform.AsFloatArray());
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80 | deviceCommandContext->SetUniform(
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81 | debugLineShader->GetBindingSlot(str_color), color.AsFloatArray());
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82 |
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83 | const CVector3D cameraIn = viewCamera.GetOrientation().GetIn();
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84 |
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85 | std::vector<float> vertices;
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86 | vertices.reserve(line.size() * 6 * 3);
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87 | #define ADD(position) \
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88 | vertices.emplace_back((position).X); \
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89 | vertices.emplace_back((position).Y); \
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90 | vertices.emplace_back((position).Z);
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91 |
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92 | for (size_t idx = 1; idx < line.size(); ++idx)
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93 | {
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94 | const CVector3D from = line[idx - 1];
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95 | const CVector3D to = line[idx];
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96 | const CVector3D direction = (to - from).Normalized();
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97 | const CVector3D view = direction.Dot(cameraIn) > 0.9f ?
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98 | CVector3D(0.0f, 1.0f, 0.0f) :
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99 | cameraIn;
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100 | const CVector3D offset = view.Cross(direction).Normalized() * width;
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101 |
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102 | ADD(from + offset)
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103 | ADD(to - offset)
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104 | ADD(to + offset)
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105 | ADD(from + offset)
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106 | ADD(from - offset)
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107 | ADD(to - offset)
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108 | }
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109 |
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110 | #undef ADD
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111 |
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112 | deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
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113 | deviceCommandContext->SetVertexBufferData(
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114 | 0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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115 |
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116 | deviceCommandContext->Draw(0, vertices.size() / 3);
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117 |
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118 | deviceCommandContext->EndPass();
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119 | }
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120 |
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121 | void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, const CColor& color)
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122 | {
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123 | CShaderTechniquePtr debugCircleTech =
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124 | GetShaderTechnique(str_debug_line, color);
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125 |
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126 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
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127 | g_Renderer.GetDeviceCommandContext();
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128 |
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129 | deviceCommandContext->SetGraphicsPipelineState(
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130 | debugCircleTech->GetGraphicsPipelineState());
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131 | deviceCommandContext->BeginPass();
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132 |
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133 | const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
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134 |
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135 | Renderer::Backend::IShaderProgram* debugCircleShader = debugCircleTech->GetShader();
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136 |
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137 | const CMatrix3D transform = camera.GetViewProjection();
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138 | deviceCommandContext->SetUniform(
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139 | debugCircleShader->GetBindingSlot(str_transform), transform.AsFloatArray());
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140 | deviceCommandContext->SetUniform(
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141 | debugCircleShader->GetBindingSlot(str_color), color.AsFloatArray());
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142 |
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143 | const CVector3D cameraUp = camera.GetOrientation().GetUp();
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144 | const CVector3D cameraLeft = camera.GetOrientation().GetLeft();
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145 |
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146 | std::vector<float> vertices;
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147 | #define ADD(position) \
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148 | vertices.emplace_back((position).X); \
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149 | vertices.emplace_back((position).Y); \
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150 | vertices.emplace_back((position).Z);
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151 |
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152 | constexpr size_t segments = 16;
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153 | for (size_t idx = 0; idx <= segments; ++idx)
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154 | {
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155 | const float angle = M_PI * 2.0f * idx / segments;
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156 | const CVector3D offset = cameraUp * sin(angle) - cameraLeft * cos(angle);
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157 | const float nextAngle = M_PI * 2.0f * (idx + 1) / segments;
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158 | const CVector3D nextOffset = cameraUp * sin(nextAngle) - cameraLeft * cos(nextAngle);
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159 | ADD(origin)
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160 | ADD(origin + offset * radius)
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161 | ADD(origin + nextOffset * radius)
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162 | }
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163 |
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164 | #undef ADD
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165 |
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166 | deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
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167 | deviceCommandContext->SetVertexBufferData(
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168 | 0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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169 |
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170 | deviceCommandContext->Draw(0, vertices.size() / 3);
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171 |
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172 | deviceCommandContext->EndPass();
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173 | }
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174 |
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175 | void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& color, int intermediates, bool wireframe)
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176 | {
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177 | CCamera::Quad nearPoints;
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178 | CCamera::Quad farPoints;
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179 |
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180 | camera.GetViewQuad(camera.GetNearPlane(), nearPoints);
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181 | camera.GetViewQuad(camera.GetFarPlane(), farPoints);
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182 | for (int i = 0; i < 4; ++i)
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183 | {
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184 | nearPoints[i] = camera.m_Orientation.Transform(nearPoints[i]);
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185 | farPoints[i] = camera.m_Orientation.Transform(farPoints[i]);
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186 | }
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187 |
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188 | CShaderTechniquePtr overlayTech =
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189 | GetShaderTechnique(str_debug_line, color, true, wireframe);
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190 |
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191 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
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192 | g_Renderer.GetDeviceCommandContext();
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193 | deviceCommandContext->SetGraphicsPipelineState(
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194 | overlayTech->GetGraphicsPipelineState());
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195 | deviceCommandContext->BeginPass();
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196 |
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197 | Renderer::Backend::IShaderProgram* overlayShader = overlayTech->GetShader();
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198 |
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199 | const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
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200 | deviceCommandContext->SetUniform(
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201 | overlayShader->GetBindingSlot(str_transform), transform.AsFloatArray());
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202 | deviceCommandContext->SetUniform(
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203 | overlayShader->GetBindingSlot(str_color), color.AsFloatArray());
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204 |
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205 | std::vector<float> vertices;
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206 | #define ADD(position) \
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207 | vertices.emplace_back((position).X); \
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208 | vertices.emplace_back((position).Y); \
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209 | vertices.emplace_back((position).Z);
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210 |
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211 | // Near plane.
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212 | ADD(nearPoints[0]);
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213 | ADD(nearPoints[1]);
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214 | ADD(nearPoints[2]);
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215 | ADD(nearPoints[0]);
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216 | ADD(nearPoints[2]);
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217 | ADD(nearPoints[3]);
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218 |
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219 | // Far plane.
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220 | ADD(farPoints[0]);
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221 | ADD(farPoints[1]);
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222 | ADD(farPoints[2]);
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223 | ADD(farPoints[0]);
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224 | ADD(farPoints[2]);
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225 | ADD(farPoints[3]);
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226 |
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227 | // Intermediate planes.
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228 | CVector3D intermediatePoints[4];
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229 | for (int i = 0; i < intermediates; ++i)
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230 | {
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231 | const float t = (i + 1.0f) / (intermediates + 1.0f);
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232 |
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233 | for (int j = 0; j < 4; ++j)
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234 | intermediatePoints[j] = nearPoints[j] * t + farPoints[j] * (1.0f - t);
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235 |
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236 | ADD(intermediatePoints[0]);
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237 | ADD(intermediatePoints[1]);
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238 | ADD(intermediatePoints[2]);
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239 | ADD(intermediatePoints[0]);
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240 | ADD(intermediatePoints[2]);
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241 | ADD(intermediatePoints[3]);
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242 | }
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243 |
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244 | deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
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245 | deviceCommandContext->SetVertexBufferData(
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246 | 0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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247 |
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248 | deviceCommandContext->Draw(0, vertices.size() / 3);
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249 |
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250 | vertices.clear();
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251 |
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252 | // Connection lines.
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253 | for (int i = 0; i < 4; ++i)
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254 | {
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255 | const int nextI = (i + 1) % 4;
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256 | ADD(nearPoints[i]);
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257 | ADD(farPoints[nextI]);
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258 | ADD(farPoints[i]);
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259 | ADD(nearPoints[i]);
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260 | ADD(nearPoints[nextI]);
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261 | ADD(farPoints[nextI]);
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262 | }
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263 |
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264 | deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
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265 | deviceCommandContext->SetVertexBufferData(
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266 | 0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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267 |
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268 | deviceCommandContext->Draw(0, vertices.size() / 3);
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269 | #undef ADD
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270 |
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271 | deviceCommandContext->EndPass();
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272 | }
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273 |
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274 | void CDebugRenderer::DrawBoundingBox(
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275 | const CBoundingBoxAligned& boundingBox, const CColor& color,
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276 | bool wireframe)
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277 | {
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278 | DrawBoundingBox(
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279 | boundingBox, color,
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280 | g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection(), wireframe);
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281 | }
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282 |
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283 | void CDebugRenderer::DrawBoundingBox(
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284 | const CBoundingBoxAligned& boundingBox, const CColor& color,
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285 | const CMatrix3D& transform, bool wireframe)
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286 | {
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287 | CShaderTechniquePtr shaderTech =
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288 | GetShaderTechnique(str_debug_line, color, true, wireframe);
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289 |
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290 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
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291 | g_Renderer.GetDeviceCommandContext();
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292 | deviceCommandContext->SetGraphicsPipelineState(
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293 | shaderTech->GetGraphicsPipelineState());
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294 | deviceCommandContext->BeginPass();
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295 |
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296 | Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader();
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297 |
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298 | deviceCommandContext->SetUniform(
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299 | shader->GetBindingSlot(str_transform), transform.AsFloatArray());
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300 | deviceCommandContext->SetUniform(
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301 | shader->GetBindingSlot(str_color), color.AsFloatArray());
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302 |
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303 | std::vector<float> data;
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304 |
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305 | #define ADD_FACE(x, y, z) \
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306 | ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \
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307 | ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z);
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308 | #define ADD_PT(u_, v_, x, y, z) \
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309 | STMT(int u = u_; int v = v_; \
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310 | data.push_back(boundingBox[x].X); \
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311 | data.push_back(boundingBox[y].Y); \
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312 | data.push_back(boundingBox[z].Z); \
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313 | )
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314 |
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315 | ADD_FACE(u, v, 0);
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316 | ADD_FACE(0, u, v);
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317 | ADD_FACE(u, 0, 1-v);
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318 | ADD_FACE(u, 1-v, 1);
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319 | ADD_FACE(1, u, 1-v);
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320 | ADD_FACE(u, 1, v);
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321 |
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322 | #undef ADD_FACE
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323 |
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324 | deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
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325 | deviceCommandContext->SetVertexBufferData(
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326 | 0, data.data(), data.size() * sizeof(data[0]));
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327 |
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328 | deviceCommandContext->Draw(0, 6 * 6);
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329 |
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330 | deviceCommandContext->EndPass();
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331 | }
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332 |
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333 | void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color, bool wireframe)
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334 | {
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335 | CShaderTechniquePtr shaderTech =
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336 | GetShaderTechnique(str_debug_line, color, true, wireframe);
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337 |
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338 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
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339 | g_Renderer.GetDeviceCommandContext();
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340 | deviceCommandContext->SetGraphicsPipelineState(
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341 | shaderTech->GetGraphicsPipelineState());
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342 | deviceCommandContext->BeginPass();
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343 |
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344 | Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader();
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345 |
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346 | const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
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347 | deviceCommandContext->SetUniform(
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348 | shader->GetBindingSlot(str_transform), transform.AsFloatArray());
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349 | deviceCommandContext->SetUniform(
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350 | shader->GetBindingSlot(str_color), color.AsFloatArray());
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351 |
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352 | std::vector<float> data;
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353 |
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354 | std::vector<std::vector<size_t>> faces;
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355 | brush.GetFaces(faces);
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356 |
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357 | #define ADD_VERT(a) \
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358 | STMT( \
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359 | data.push_back(brush.GetVertices()[faces[i][a]].X); \
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360 | data.push_back(brush.GetVertices()[faces[i][a]].Y); \
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361 | data.push_back(brush.GetVertices()[faces[i][a]].Z); \
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362 | )
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363 |
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364 | for (size_t i = 0; i < faces.size(); ++i)
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365 | {
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366 | // Triangulate into (0,1,2), (0,2,3), ...
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367 | for (size_t j = 1; j < faces[i].size() - 2; ++j)
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368 | {
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369 | ADD_VERT(0);
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370 | ADD_VERT(j);
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371 | ADD_VERT(j+1);
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372 | }
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373 | }
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374 |
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375 | #undef ADD_VERT
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376 |
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377 | deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
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378 | deviceCommandContext->SetVertexBufferData(
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379 | 0, data.data(), data.size() * sizeof(data[0]));
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380 |
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381 | deviceCommandContext->Draw(0, data.size() / 5);
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382 |
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383 | deviceCommandContext->EndPass();
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384 | }
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385 |
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386 | size_t CDebugRenderer::ShaderTechniqueKeyHash::operator()(
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387 | const ShaderTechniqueKey& key) const
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388 | {
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389 | size_t seed = 0;
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390 | hash_combine(seed, key.name.GetHash());
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391 | hash_combine(seed, key.transparent);
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392 | hash_combine(seed, key.depthTestEnabled);
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393 | hash_combine(seed, key.wireframe);
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394 | return seed;
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395 | }
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396 |
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397 | bool CDebugRenderer::ShaderTechniqueKeyEqual::operator()(
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398 | const ShaderTechniqueKey& lhs, const ShaderTechniqueKey& rhs) const
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399 | {
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400 | return
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401 | lhs.name == rhs.name && lhs.transparent == rhs.transparent &&
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402 | lhs.depthTestEnabled == rhs.depthTestEnabled &&
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403 | lhs.wireframe == rhs.wireframe;
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404 | }
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405 |
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406 | const CShaderTechniquePtr& CDebugRenderer::GetShaderTechnique(
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407 | const CStrIntern name, const CColor& color, const bool depthTestEnabled,
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408 | const bool wireframe)
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409 | {
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410 | const ShaderTechniqueKey key{
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411 | name, color.a != 1.0f, depthTestEnabled, wireframe};
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412 | CShaderTechniquePtr& shaderTechnique = m_ShaderTechniqueMapping[key];
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413 | if (shaderTechnique)
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414 | return shaderTechnique;
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415 |
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416 | shaderTechnique = g_Renderer.GetShaderManager().LoadEffect(
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417 | name, {},
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418 | [key](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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419 | {
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420 | pipelineStateDesc.depthStencilState.depthTestEnabled = key.depthTestEnabled;
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421 | if (key.transparent)
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422 | {
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423 | pipelineStateDesc.blendState.enabled = true;
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424 | pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
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425 | Renderer::Backend::BlendFactor::SRC_ALPHA;
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426 | pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
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427 | Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
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428 | pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
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429 | Renderer::Backend::BlendOp::ADD;
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430 | }
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431 | else
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432 | pipelineStateDesc.blendState.enabled = false;
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433 | if (key.wireframe)
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434 | pipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::PolygonMode::LINE;
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435 | pipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
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436 | });
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437 | return shaderTechnique;
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438 | }
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