Additional mat3 constructors added, global variable namespace collisions for uniform and object color avoided via re-name. Metal vertex format compatibility added for shaders wherein vertex data goes through a double-conversion and cannot be implicitly converted during Metal vertex assembly e.g. bitmasks passed directly as unsigned type in shader interface for certain shader interfaces. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D16433
216 lines
6.1 KiB
GLSL
216 lines
6.1 KiB
GLSL
|
|
/**
|
|
* Debugging drawing library
|
|
*
|
|
* Quick way to draw debug geometry. All input should be in world space and
|
|
* will be rendered in the default view. No additional setup required.
|
|
**/
|
|
|
|
/** Global switch option. */
|
|
bool drw_debug_draw_enable = true;
|
|
const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Internals
|
|
* \{ */
|
|
|
|
uint drw_debug_start_draw(uint v_needed)
|
|
{
|
|
uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed);
|
|
vertid += drw_debug_draw_offset;
|
|
return vertid;
|
|
}
|
|
|
|
uint drw_debug_color_pack(vec4 v_color)
|
|
{
|
|
v_color = clamp(v_color, 0.0, 1.0);
|
|
uint result = 0;
|
|
result |= uint(v_color.x * 255.0) << 0u;
|
|
result |= uint(v_color.y * 255.0) << 8u;
|
|
result |= uint(v_color.z * 255.0) << 16u;
|
|
result |= uint(v_color.w * 255.0) << 24u;
|
|
return result;
|
|
}
|
|
|
|
void drw_debug_line(inout uint vertid, vec3 v1, vec3 v2, uint v_color)
|
|
{
|
|
drw_debug_verts_buf[vertid++] = DRWDebugVert(
|
|
floatBitsToUint(v1.x), floatBitsToUint(v1.y), floatBitsToUint(v1.z), v_color);
|
|
drw_debug_verts_buf[vertid++] = DRWDebugVert(
|
|
floatBitsToUint(v2.x), floatBitsToUint(v2.y), floatBitsToUint(v2.z), v_color);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name API
|
|
* \{ */
|
|
|
|
/**
|
|
* Draw a line.
|
|
*/
|
|
void drw_debug_line(vec3 v1, vec3 v2, vec4 v_color)
|
|
{
|
|
if (!drw_debug_draw_enable) {
|
|
return;
|
|
}
|
|
const uint v_needed = 2;
|
|
uint vertid = drw_debug_start_draw(v_needed);
|
|
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
|
|
drw_debug_line(vertid, v1, v2, drw_debug_color_pack(v_color));
|
|
}
|
|
}
|
|
void drw_debug_line(vec3 v1, vec3 v2)
|
|
{
|
|
drw_debug_line(v1, v2, drw_debug_default_color);
|
|
}
|
|
|
|
/**
|
|
* Draw a quad contour.
|
|
*/
|
|
void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec4 v_color)
|
|
{
|
|
if (!drw_debug_draw_enable) {
|
|
return;
|
|
}
|
|
const uint v_needed = 8;
|
|
uint vertid = drw_debug_start_draw(v_needed);
|
|
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
|
|
uint pcolor = drw_debug_color_pack(v_color);
|
|
drw_debug_line(vertid, v1, v2, pcolor);
|
|
drw_debug_line(vertid, v2, v3, pcolor);
|
|
drw_debug_line(vertid, v3, v4, pcolor);
|
|
drw_debug_line(vertid, v4, v1, pcolor);
|
|
}
|
|
}
|
|
void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4)
|
|
{
|
|
drw_debug_quad(v1, v2, v3, v4, drw_debug_default_color);
|
|
}
|
|
|
|
/**
|
|
* Draw a point as octahedron wireframe.
|
|
*/
|
|
void drw_debug_point(vec3 p, float radius, vec4 v_color)
|
|
{
|
|
if (!drw_debug_draw_enable) {
|
|
return;
|
|
}
|
|
vec3 c = vec3(radius, -radius, 0);
|
|
vec3 v1 = p + c.xzz;
|
|
vec3 v2 = p + c.zxz;
|
|
vec3 v3 = p + c.yzz;
|
|
vec3 v4 = p + c.zyz;
|
|
vec3 v5 = p + c.zzx;
|
|
vec3 v6 = p + c.zzy;
|
|
|
|
const uint v_needed = 12 * 2;
|
|
uint vertid = drw_debug_start_draw(v_needed);
|
|
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
|
|
uint pcolor = drw_debug_color_pack(v_color);
|
|
drw_debug_line(vertid, v1, v2, pcolor);
|
|
drw_debug_line(vertid, v2, v3, pcolor);
|
|
drw_debug_line(vertid, v3, v4, pcolor);
|
|
drw_debug_line(vertid, v4, v1, pcolor);
|
|
drw_debug_line(vertid, v1, v5, pcolor);
|
|
drw_debug_line(vertid, v2, v5, pcolor);
|
|
drw_debug_line(vertid, v3, v5, pcolor);
|
|
drw_debug_line(vertid, v4, v5, pcolor);
|
|
drw_debug_line(vertid, v1, v6, pcolor);
|
|
drw_debug_line(vertid, v2, v6, pcolor);
|
|
drw_debug_line(vertid, v3, v6, pcolor);
|
|
drw_debug_line(vertid, v4, v6, pcolor);
|
|
}
|
|
}
|
|
void drw_debug_point(vec3 p, float radius)
|
|
{
|
|
drw_debug_point(p, radius, drw_debug_default_color);
|
|
}
|
|
void drw_debug_point(vec3 p)
|
|
{
|
|
drw_debug_point(p, 0.01);
|
|
}
|
|
|
|
/**
|
|
* Draw a sphere wireframe as 3 axes circle.
|
|
*/
|
|
void drw_debug_sphere(vec3 p, float radius, vec4 v_color)
|
|
{
|
|
if (!drw_debug_draw_enable) {
|
|
return;
|
|
}
|
|
const int circle_resolution = 16;
|
|
const uint v_needed = circle_resolution * 2 * 3;
|
|
uint vertid = drw_debug_start_draw(v_needed);
|
|
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
|
|
uint pcolor = drw_debug_color_pack(v_color);
|
|
for (int axis = 0; axis < 3; axis++) {
|
|
for (int edge = 0; edge < circle_resolution; edge++) {
|
|
float angle1 = (2.0 * 3.141592) * float(edge + 0) / float(circle_resolution);
|
|
vec3 p1 = vec3(cos(angle1), sin(angle1), 0.0) * radius;
|
|
p1 = vec3(p1[(0 + axis) % 3], p1[(1 + axis) % 3], p1[(2 + axis) % 3]);
|
|
|
|
float angle2 = (2.0 * 3.141592) * float(edge + 1) / float(circle_resolution);
|
|
vec3 p2 = vec3(cos(angle2), sin(angle2), 0.0) * radius;
|
|
p2 = vec3(p2[(0 + axis) % 3], p2[(1 + axis) % 3], p2[(2 + axis) % 3]);
|
|
|
|
drw_debug_line(vertid, p + p1, p + p2, pcolor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void drw_debug_sphere(vec3 p, float radius)
|
|
{
|
|
drw_debug_sphere(p, radius, drw_debug_default_color);
|
|
}
|
|
|
|
/**
|
|
* Draw a matrix transformation as 3 colored axes.
|
|
*/
|
|
void drw_debug_matrix(mat4 mat, vec4 v_color)
|
|
{
|
|
vec4 p[4] = vec4[4](vec4(0, 0, 0, 1), vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1));
|
|
for (int i = 0; i < 4; i++) {
|
|
p[i] = mat * p[i];
|
|
p[i].xyz /= p[i].w;
|
|
}
|
|
drw_debug_line(p[0].xyz, p[0].xyz, vec4(1, 0, 0, 1));
|
|
drw_debug_line(p[0].xyz, p[1].xyz, vec4(0, 1, 0, 1));
|
|
drw_debug_line(p[0].xyz, p[2].xyz, vec4(0, 0, 1, 1));
|
|
}
|
|
void drw_debug_matrix(mat4 mat)
|
|
{
|
|
drw_debug_matrix(mat, drw_debug_default_color);
|
|
}
|
|
|
|
/**
|
|
* Draw a matrix as a 2 units length bounding box, centered on origin.
|
|
*/
|
|
void drw_debug_matrix_as_bbox(mat4 mat, vec4 v_color)
|
|
{
|
|
vec4 p[8] = vec4[8](vec4(-1, -1, -1, 1),
|
|
vec4(1, -1, -1, 1),
|
|
vec4(1, 1, -1, 1),
|
|
vec4(-1, 1, -1, 1),
|
|
vec4(-1, -1, 1, 1),
|
|
vec4(1, -1, 1, 1),
|
|
vec4(1, 1, 1, 1),
|
|
vec4(-1, 1, 1, 1));
|
|
for (int i = 0; i < 8; i++) {
|
|
p[i] = mat * p[i];
|
|
p[i].xyz /= p[i].w;
|
|
}
|
|
drw_debug_quad(p[0].xyz, p[1].xyz, p[2].xyz, p[3].xyz, v_color);
|
|
drw_debug_line(p[0].xyz, p[4].xyz, v_color);
|
|
drw_debug_line(p[1].xyz, p[5].xyz, v_color);
|
|
drw_debug_line(p[2].xyz, p[6].xyz, v_color);
|
|
drw_debug_line(p[3].xyz, p[7].xyz, v_color);
|
|
drw_debug_quad(p[4].xyz, p[5].xyz, p[6].xyz, p[7].xyz, v_color);
|
|
}
|
|
void drw_debug_matrix_as_bbox(mat4 mat)
|
|
{
|
|
drw_debug_matrix_as_bbox(mat, drw_debug_default_color);
|
|
}
|
|
|
|
/** \} */
|