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DebugColVolDrawer.cpp
431 lines (325 loc) · 12.5 KB
/
DebugColVolDrawer.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "DebugColVolDrawer.h"
#include "Game/Camera.h"
#include "Game/GlobalUnsynced.h"
#include "Map/ReadMap.h"
#include "Rendering/GL/glExtra.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Shaders/Shader.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/PlasmaRepulser.h"
#include "Sim/Weapons/Weapon.h"
#include "System/UnorderedSet.hpp"
static constexpr float4 DEFAULT_VOLUME_COLOR = float4(0.45f, 0.0f, 0.45f, 0.35f);
static inline void DrawCollisionVolume(const CollisionVolume* vol, Shader::IProgramObject* s, CMatrix44f m)
{
switch (vol->GetVolumeType()) {
case CollisionVolume::COLVOL_TYPE_ELLIPSOID:
case CollisionVolume::COLVOL_TYPE_SPHERE: {
// scaled sphere is special case of ellipsoid: radius, slices, stacks
m.Translate({vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2)});
m.Scale({vol->GetHScale(0), vol->GetHScale(1), vol->GetHScale(2)});
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
} break;
case CollisionVolume::COLVOL_TYPE_CYLINDER: {
// scaled cylinder: base-radius, top-radius, height, slices, stacks
//
// (cylinder base is drawn at unit center by default so add offset
// by half major axis to visually match the mathematical situation,
// height of the cylinder equals the unit's full major axis)
switch (vol->GetPrimaryAxis()) {
case CollisionVolume::COLVOL_AXIS_X: {
m.Translate({-(vol->GetHScale(0)), 0.0f, 0.0f});
m.Translate({vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2)});
m.Scale({vol->GetScale(0), vol->GetHScale(1), vol->GetHScale(2)});
m.RotateY(-90.0f * math::DEG_TO_RAD);
} break;
case CollisionVolume::COLVOL_AXIS_Y: {
m.Translate({0.0f, -(vol->GetHScale(1)), 0.0f});
m.Translate({vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2)});
m.Scale({vol->GetHScale(0), vol->GetScale(1), vol->GetHScale(2)});
m.RotateX(90.0f * math::DEG_TO_RAD);
} break;
case CollisionVolume::COLVOL_AXIS_Z: {
m.Translate({0.0f, 0.0f, -(vol->GetHScale(2))});
m.Translate({vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2)});
m.Scale({vol->GetHScale(0), vol->GetHScale(1), vol->GetScale(2)});
} break;
}
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_CYL);
} break;
case CollisionVolume::COLVOL_TYPE_BOX: {
// scaled cube: length, width, height
m.Translate({vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2)});
m.Scale({vol->GetScale(0), vol->GetScale(1), vol->GetScale(2)});
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_BOX);
} break;
}
}
/*
static void DrawUnitDebugPieceTree(CMatrix44f m, const LocalModelPiece* lmp, const LocalModelPiece* lap, int lapf)
{
CMatrix44f pm = m * lmp->GetModelSpaceMatrix();
if (lmp->scriptSetVisible && !lmp->GetCollisionVolume()->IgnoreHits()) {
if ((lmp == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150)))
shader->SetUniform("u_color_rgba", (1.0f - ((gs->frameNum - lapf) / 150.0f)), 0.0f, 0.0f);
// factors in the volume offsets
DrawCollisionVolume(lmp->GetCollisionVolume(), s, pm);
if ((lmp == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150)))
shader->SetUniform4fv("u_color_rgba", DEFAULT_VOLUME_COLOR);
}
for (unsigned int i = 0; i < lmp->children.size(); i++) {
DrawUnitDebugPieceTree(pm, lmp->children[i], lap, lapf);
}
}
*/
static void DrawObjectDebugPieces(const CSolidObject* o, Shader::IProgramObject* s, CMatrix44f m)
{
const int hitDeltaTime = gs->frameNum - o->pieceHitFrames[true];
const int setFadeColor = (o->pieceHitFrames[true] > 0 && hitDeltaTime < 150);
for (unsigned int n = 0; n < o->localModel.pieces.size(); n++) {
const LocalModelPiece* lmp = o->localModel.GetPiece(n);
const CollisionVolume* lmpVol = lmp->GetCollisionVolume();
if (!lmp->scriptSetVisible || lmpVol->IgnoreHits())
continue;
if (setFadeColor && lmp == o->hitModelPieces[true])
s->SetUniform4f(3, 1.0f - (hitDeltaTime / 150.0f), 0.0f, 0.0f, 1.0f);
// factors in the volume offsets
DrawCollisionVolume(lmpVol, s, m * lmp->GetModelSpaceMatrix());
if (setFadeColor && lmp == o->hitModelPieces[true])
s->SetUniform4fv(3, DEFAULT_VOLUME_COLOR);
}
}
static inline void DrawObjectMidAndAimPos(const CSolidObject* o, Shader::IProgramObject* s, CMatrix44f& m)
{
glAttribStatePtr->DisableDepthTest();
if (o->aimPos != o->midPos) {
// draw the aim-point
m.Translate(o->relAimPos);
s->SetUniform4f(3, 1.0f, 0.0f, 0.0f, 0.35f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
m.Translate(-o->relAimPos);
}
{
// draw the mid-point, keep this transform on the stack
m.Translate(o->relMidPos);
s->SetUniform4f(3, 1.0f, 0.0f, 1.0f, 0.35f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
s->SetUniform4fv(3, DEFAULT_VOLUME_COLOR);
}
glAttribStatePtr->EnableDepthTest();
}
static inline void DrawFeatureColVol(const CFeature* f, Shader::IProgramObject* s)
{
if (f->IsInVoid())
return;
if (!f->IsInLosForAllyTeam(gu->myAllyTeam) && !gu->spectatingFullView)
return;
if (!camera->InView(f->pos, f->GetDrawRadius()))
return;
CMatrix44f m = f->GetTransformMatrixRef(false);
const CollisionVolume* v = f->GetCollisionVolume(nullptr);
{
DrawObjectMidAndAimPos(f, s, m);
if (v->DefaultToPieceTree()) {
// draw only the piece volumes for less clutter
// note: relMidPos transform is on the stack at this
// point but all piece-positions are relative to pos
// --> undo it
m.Translate(-f->relMidPos);
DrawObjectDebugPieces(f, s, m);
m.Translate(f->relMidPos);
} else {
if (!v->IgnoreHits())
DrawCollisionVolume(v, s, m);
}
if (v->HasCustomType() || v->HasCustomProp(f->radius)) {
m.Scale({f->radius, f->radius, f->radius});
// assume this is a custom volume; draw radius-sphere next to it
s->SetUniform4f(3, 0.5f, 0.5f, 0.5f, 0.35f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
}
}
}
static inline void DrawUnitColVol(const CUnit* u, Shader::IProgramObject* s)
{
if (u->IsInVoid())
return;
if (!(u->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView)
return;
if (!camera->InView(u->drawMidPos, u->GetDrawRadius()))
return;
CMatrix44f m;
const CollisionVolume* v = u->GetCollisionVolume(nullptr);
glAttribStatePtr->DisableDepthTest();
for (const CWeapon* w: u->weapons) {
if (!w->HaveTarget())
continue;
m.LoadIdentity();
m.Translate(w->aimFromPos);
s->SetUniform4f(3, 1.0f, 1.0f, 0.0f, 0.4f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
m.Translate(-w->aimFromPos);
m.Translate(w->weaponMuzzlePos);
s->SetUniform4f(3, 1.0f, 0.0f, 1.0f, 0.4f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
m.Translate(-w->weaponMuzzlePos);
m.Translate(w->GetCurrentTargetPos());
s->SetUniform4f(3, 0.0f, 1.0f, 1.0f, 0.4f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
m.Translate(-w->GetCurrentTargetPos());
}
glAttribStatePtr->EnableDepthTest();
{
DrawObjectMidAndAimPos(u, s, m = u->GetTransformMatrix(false));
if (v->DefaultToPieceTree()) {
// draw only the piece volumes for less clutter
// note: relMidPos transform is on the stack at this
// point but all piece-positions are relative to pos
// --> undo it
m.Translate(-u->relMidPos);
DrawObjectDebugPieces(u, s, m);
m.Translate(u->relMidPos);
} else {
if (!v->IgnoreHits()) {
const int hitDeltaTime = gs->frameNum - u->lastAttackFrame;
const int setFadeColor = (u->lastAttackFrame > 0 && hitDeltaTime < 150);
// make it fade red under attack
if (setFadeColor)
s->SetUniform4f(3, 1.0f - (hitDeltaTime / 150.0f), 0.0f, 0.0f, 1.0f);
// if drawing this, disable the DrawObjectMidAndAimPos call
// DrawCollisionVolume((u->localModel).GetBoundingVolume(), s, m);
DrawCollisionVolume(v, s, m);
if (setFadeColor)
s->SetUniform4fv(3, DEFAULT_VOLUME_COLOR);
}
}
if (u->shieldWeapon != nullptr) {
const CPlasmaRepulser* shieldWeapon = static_cast<const CPlasmaRepulser*>(u->shieldWeapon);
const CollisionVolume* shieldColVol = &shieldWeapon->collisionVolume;
s->SetUniform4f(3, 0.0f, 0.0f, 0.6f, 0.35f);
DrawCollisionVolume(shieldColVol, s, CMatrix44f{shieldWeapon->weaponMuzzlePos});
}
if (v->HasCustomType() || v->HasCustomProp(u->radius)) {
m.Scale({u->radius, u->radius, u->radius});
// assume this is a custom volume; draw radius-sphere next to it
s->SetUniform4f(3, 0.5f, 0.5f, 0.5f, 0.35f);
s->SetUniformMatrix4fv(0, false, m);
gleDrawMeshSubBuffer(&COLVOL_MESH_BUFFERS[0], GLE_MESH_TYPE_SPH);
}
}
}
class CDebugColVolQuadDrawer : public CReadMap::IQuadDrawer {
public:
void ResetState() override {
unitIDs.clear();
unitIDs.reserve(32);
featureIDs.clear();
featureIDs.reserve(32);
}
void Init(Shader::GLSLProgramObject* shader) { ipo = shader; }
void Kill() { ipo = nullptr; }
void Enable() {
ipo->Enable();
ipo->SetUniformMatrix4fv(1, false, camera->GetViewMatrix());
ipo->SetUniformMatrix4fv(2, false, camera->GetProjectionMatrix());
glAttribStatePtr->PushBits(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_POLYGON_BIT);
glAttribStatePtr->DisableCullFace();
glAttribStatePtr->EnableBlendMask();
glAttribStatePtr->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAttribStatePtr->PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glAttribStatePtr->EnableDepthMask();
gleBindMeshBuffers(&COLVOL_MESH_BUFFERS[0]);
}
void Disable() {
gleBindMeshBuffers(nullptr);
glAttribStatePtr->PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glAttribStatePtr->PopBits();
ipo->Disable();
}
void DrawQuad(int x, int y) override {
const CQuadField::Quad& q = quadField.GetQuadAt(x, y);
for (const CUnit* u: q.units) {
const auto& p = unitIDs.insert(u->id);
if (!p.second)
continue;
DrawUnitColVol(u, ipo);
}
for (const CFeature* f: q.features) {
const auto& p = featureIDs.insert(f->id);
if (!p.second)
continue;
DrawFeatureColVol(f, ipo);
}
}
private:
spring::unordered_set<int> unitIDs;
spring::unordered_set<int> featureIDs;
Shader::IProgramObject* ipo = nullptr;
};
namespace DebugColVolDrawer
{
bool enable = false;
static CDebugColVolQuadDrawer cvDrawer;
static Shader::GLSLProgramObject cvShader;
void InitShader() {
const std::string& vsText = Shader::GetShaderSource("GLSL/ColVolDebugVertProg.glsl");
const std::string& fsText = Shader::GetShaderSource("GLSL/ColVolDebugFragProg.glsl");
Shader::GLSLShaderObject vsShaderObj = {GL_VERTEX_SHADER, vsText, ""};
Shader::GLSLShaderObject fsShaderObj = {GL_FRAGMENT_SHADER, fsText, ""};
cvShader.AttachShaderObject(&vsShaderObj);
cvShader.AttachShaderObject(&fsShaderObj);
cvShader.ReloadShaderObjects();
cvShader.CreateAndLink();
cvShader.RecalculateShaderHash();
cvShader.ClearAttachedShaderObjects();
cvShader.Validate();
cvShader.SetUniformLocation("u_mesh_mat" ); // idx 0
cvShader.SetUniformLocation("u_view_mat" ); // idx 1
cvShader.SetUniformLocation("u_proj_mat" ); // idx 2
cvShader.SetUniformLocation("u_color_rgba"); // idx 3
}
void InitBuffers() {
memcpy(&COLVOL_MESH_BUFFERS[0], &COLVOL_MESH_PARAMS[0], GLE_MESH_TYPE_CNT * sizeof(COLVOL_MESH_PARAMS[0]));
gleGenMeshBuffers(&COLVOL_MESH_BUFFERS[0]);
}
void KillShader() { cvShader.Release(false); }
void KillBuffers() {
gleDelMeshBuffers(&COLVOL_MESH_BUFFERS[0]);
memcpy(&COLVOL_MESH_BUFFERS[0], &COLVOL_MESH_PARAMS[0], GLE_MESH_TYPE_CNT * sizeof(COLVOL_MESH_PARAMS[0]));
}
void Init() {
InitShader();
InitBuffers();
cvDrawer.Init(&cvShader);
shaderHandler->InsertExtProgramObject("[DebugColVolDrawer]", &cvShader);
}
void Kill() {
KillShader();
KillBuffers();
shaderHandler->RemoveExtProgramObject("[DebugColVolDrawer]", &cvShader);
cvDrawer.Kill();
}
void Draw() {
if (!enable)
return;
cvDrawer.ResetState();
cvDrawer.Enable();
readMap->GridVisibility(nullptr, &cvDrawer, 1e9, CQuadField::BASE_QUAD_SIZE / SQUARE_SIZE);
cvDrawer.Disable();
}
}