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blender-archive/source/blender/draw/intern/draw_debug.c
Clément Foucault f0118e9aca GPUShader: Remove GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE
This had only one use and it was for debugging. Remove the shader for now.
This also simplifies the debug drawing even if slower.
2022-05-02 00:57:32 +02:00

197 lines
5.1 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2018 Blender Foundation. */
/** \file
* \ingroup draw
*
* \brief Simple API to draw debug shapes in the viewport.
*/
#include "MEM_guardedalloc.h"
#include "DNA_object_types.h"
#include "BKE_object.h"
#include "BLI_link_utils.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "draw_debug.h"
#include "draw_manager.h"
/* --------- Register --------- */
/* Matrix applied to all points before drawing. Could be a stack if needed. */
static float g_modelmat[4][4];
void DRW_debug_modelmat_reset(void)
{
unit_m4(g_modelmat);
}
void DRW_debug_modelmat(const float modelmat[4][4])
{
copy_m4_m4(g_modelmat, modelmat);
}
void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4])
{
DRWDebugLine *line = MEM_mallocN(sizeof(DRWDebugLine), "DRWDebugLine");
mul_v3_m4v3(line->pos[0], g_modelmat, v1);
mul_v3_m4v3(line->pos[1], g_modelmat, v2);
copy_v4_v4(line->color, color);
BLI_LINKS_PREPEND(DST.debug.lines, line);
}
void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float color[4])
{
BLI_assert(vert_len > 1);
for (int i = 0; i < vert_len; i++) {
DRW_debug_line_v3v3(v[i], v[(i + 1) % vert_len], color);
}
}
void DRW_debug_m4(const float m[4][4])
{
float v0[3] = {0.0f, 0.0f, 0.0f};
float v1[3] = {1.0f, 0.0f, 0.0f};
float v2[3] = {0.0f, 1.0f, 0.0f};
float v3[3] = {0.0f, 0.0f, 1.0f};
mul_m4_v3(m, v0);
mul_m4_v3(m, v1);
mul_m4_v3(m, v2);
mul_m4_v3(m, v3);
DRW_debug_line_v3v3(v0, v1, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
DRW_debug_line_v3v3(v0, v2, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
DRW_debug_line_v3v3(v0, v3, (float[4]){0.0f, 0.0f, 1.0f, 1.0f});
}
void DRW_debug_bbox(const BoundBox *bbox, const float color[4])
{
DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[1], color);
DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[2], color);
DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[3], color);
DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[0], color);
DRW_debug_line_v3v3(bbox->vec[4], bbox->vec[5], color);
DRW_debug_line_v3v3(bbox->vec[5], bbox->vec[6], color);
DRW_debug_line_v3v3(bbox->vec[6], bbox->vec[7], color);
DRW_debug_line_v3v3(bbox->vec[7], bbox->vec[4], color);
DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[4], color);
DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[5], color);
DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[6], color);
DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[7], color);
}
void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool invert)
{
BoundBox bb;
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
float project_matrix[4][4];
if (invert) {
invert_m4_m4(project_matrix, m);
}
else {
copy_m4_m4(project_matrix, m);
}
BKE_boundbox_init_from_minmax(&bb, min, max);
for (int i = 0; i < 8; i++) {
mul_project_m4_v3(project_matrix, bb.vec[i]);
}
DRW_debug_bbox(&bb, color);
}
void DRW_debug_sphere(const float center[3], const float radius, const float color[4])
{
float size_mat[4][4];
DRWDebugSphere *sphere = MEM_mallocN(sizeof(DRWDebugSphere), "DRWDebugSphere");
/* Bake all transform into a Matrix4 */
scale_m4_fl(size_mat, radius);
copy_m4_m4(sphere->mat, g_modelmat);
translate_m4(sphere->mat, center[0], center[1], center[2]);
mul_m4_m4m4(sphere->mat, sphere->mat, size_mat);
copy_v4_v4(sphere->color, color);
BLI_LINKS_PREPEND(DST.debug.spheres, sphere);
}
/* --------- Render --------- */
static void drw_debug_draw_lines(void)
{
int count = BLI_linklist_count((LinkNode *)DST.debug.lines);
if (count == 0) {
return;
}
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
uint col = GPU_vertformat_attr_add(vert_format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GPU_PRIM_LINES, count * 2);
while (DST.debug.lines) {
void *next = DST.debug.lines->next;
immAttr4fv(col, DST.debug.lines->color);
immVertex3fv(pos, DST.debug.lines->pos[0]);
immAttr4fv(col, DST.debug.lines->color);
immVertex3fv(pos, DST.debug.lines->pos[1]);
MEM_freeN(DST.debug.lines);
DST.debug.lines = next;
}
immEnd();
immUnbindProgram();
}
static void drw_debug_draw_spheres(void)
{
int count = BLI_linklist_count((LinkNode *)DST.debug.spheres);
if (count == 0) {
return;
}
float persmat[4][4];
DRW_view_persmat_get(NULL, persmat, false);
GPUBatch *empty_sphere = DRW_cache_empty_sphere_get();
GPU_batch_program_set_builtin(empty_sphere, GPU_SHADER_3D_UNIFORM_COLOR);
while (DST.debug.spheres) {
void *next = DST.debug.spheres->next;
float MVP[4][4];
mul_m4_m4m4(MVP, persmat, DST.debug.spheres->mat);
GPU_batch_uniform_mat4(empty_sphere, "ModelViewProjectionMatrix", MVP);
GPU_batch_uniform_4fv(empty_sphere, "color", DST.debug.spheres->color);
GPU_batch_draw(empty_sphere);
MEM_freeN(DST.debug.spheres);
DST.debug.spheres = next;
}
}
void drw_debug_draw(void)
{
drw_debug_draw_lines();
drw_debug_draw_spheres();
}
void drw_debug_init(void)
{
DRW_debug_modelmat_reset();
}