vphysics_jolt/vphysics_jolt/vjolt_debugrender.cpp

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2022-08-28 22:31:01 +01:00
//=================================================================================================
//
// Jolt Debug Renderer Implementation
//
//=================================================================================================
#include "cbase.h"
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imesh.h"
#include "vjolt_debugrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Slart: Not sure if this is still relevant,
// it's the amount of time a debugoverlay element should stay on-screen
#define ONE_SINGLE_FRAME 0.0f
#define JOLT_VERTEX_BUFFER_NAME "Jolt Debug Renderer Vertices"
#define JOLT_INDEX_BUFFER_NAME "Jolt Debug Renderer Indices"
static ConVar vjolt_debugrender( "vjolt_debugrender", "0", FCVAR_CHEAT );
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
static ConVar vjolt_debugrender_picture_in_picture( "vjolt_debugrender_picture_in_picture", "1" );
static ConVar vjolt_debugrender_clear_rt( "vjolt_debugrender_clear_rt", "1" );
static ConVar vjolt_debugrender_clear_depth( "vjolt_debugrender_clear_depth", "1" );
static ConVar vjolt_debugrender_wireframe( "vjolt_debugrender_wireframe", "0" );
static ConVar vjolt_debugrender_color_mode( "vjolt_debugrender_color_mode", "instance", 0, "One of instance, shape_type, motion_type, sleep, island, material." );
#endif
//-------------------------------------------------------------------------------------------------
JoltPhysicsDebugRenderer::JoltPhysicsDebugRenderer()
{
DebugRenderer::Initialize();
}
JoltPhysicsDebugRenderer::~JoltPhysicsDebugRenderer()
{
}
void JoltPhysicsDebugRenderer::DrawLine( const JPH::Float3& inFrom, const JPH::Float3& inTo, JPH::ColorArg inColor )
{
Vector v1 = JoltToSource::Distance( inFrom );
Vector v2 = JoltToSource::Distance( inTo );
#ifdef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
GetDebugOverlay()->AddLineOverlay( v1, v2, inColor.r, inColor.g, inColor.b, true, ONE_SINGLE_FRAME );
#else
GetDebugOverlay()->AddLineOverlay( v1, v2, inColor.r, inColor.g, inColor.b, inColor.a, true, 0.2f );
#endif
}
void JoltPhysicsDebugRenderer::DrawTriangle( JPH::Vec3Arg inV1, JPH::Vec3Arg inV2, JPH::Vec3Arg inV3, JPH::ColorArg inColor )
{
//DrawTriangle_Internal( JPH::Float3( inV1.GetX(), inV1.GetY(), inV1.GetZ() ), JPH::Float3( inV2.GetX(), inV2.GetY(), inV2.GetZ() ), JPH::Float3( inV3.GetX(), inV3.GetY(), inV3.GetZ() ), inColor );
}
JoltPhysicsDebugRenderer::Batch JoltPhysicsDebugRenderer::CreateTriangleBatch( const Triangle* inTriangles, int inTriangleCount )
{
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
const Vertex* inVertices = reinterpret_cast<const Vertex*>( inTriangles );
int inVertexCount = inTriangleCount * 3;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
constexpr VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR | VERTEX_TEXCOORD_SIZE(0, 2);
IMesh* pMesh = pRenderContext->CreateStaticMesh( fmt, JOLT_VERTEX_BUFFER_NAME );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, inTriangleCount );
{
for (int i = 0; i < inVertexCount; ++i)
{
meshBuilder.Position3f ( inVertices[i].mPosition.x * JoltToSource::Factor, inVertices[i].mPosition.y * JoltToSource::Factor, inVertices[i].mPosition.z * JoltToSource::Factor );
meshBuilder.Normal3f ( inVertices[i].mNormal.x, inVertices[i].mNormal.y, inVertices[i].mNormal.z );
meshBuilder.TexCoord2f ( 0, inVertices[i].mUV.x, inVertices[i].mUV.y );
meshBuilder.Color4Packed( inVertices[i].mColor.mU32 );
meshBuilder.AdvanceVertex();
}
}
meshBuilder.End();
return new BatchImpl( pMesh );
#else
return nullptr;
#endif
}
JoltPhysicsDebugRenderer::Batch JoltPhysicsDebugRenderer::CreateTriangleBatch( const Vertex* inVertices, int inVertexCount, const uint32* inIndices, int inIndexCount )
{
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
constexpr VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR | VERTEX_TEXCOORD_SIZE(0, 2);
IMesh* pMesh = pRenderContext->CreateStaticMesh( fmt, JOLT_VERTEX_BUFFER_NAME );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, inVertexCount, inIndexCount );
{
for (int i = 0; i < inVertexCount; ++i)
{
meshBuilder.Position3f ( inVertices[i].mPosition.x * JoltToSource::Factor, inVertices[i].mPosition.y * JoltToSource::Factor, inVertices[i].mPosition.z * JoltToSource::Factor );
meshBuilder.Normal3f ( inVertices[i].mNormal.x, inVertices[i].mNormal.y, inVertices[i].mNormal.z );
meshBuilder.TexCoord2f ( 0, inVertices[i].mUV.x, inVertices[i].mUV.y );
meshBuilder.Color4Packed( inVertices[i].mColor.mU32 );
meshBuilder.AdvanceVertex();
}
for (int i = 0; i < inIndexCount; ++i)
{
meshBuilder.Index( static_cast<unsigned short>( inIndices[i] ) );
meshBuilder.AdvanceIndex();
}
}
meshBuilder.End();
return new BatchImpl( pMesh );
#else
return nullptr;
#endif
}
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
MaterialCullMode_t ConvertCullMode( JPH::DebugRenderer::ECullMode mode )
{
switch (mode)
{
case JPH::DebugRenderer::ECullMode::CullFrontFace:
return MATERIAL_CULLMODE_CCW;
case JPH::DebugRenderer::ECullMode::CullBackFace:
return MATERIAL_CULLMODE_CW;
default: // case JPH::DebugRenderer::ECullMode::Off:
return MATERIAL_CULLMODE_NONE;
}
}
#endif
void JoltPhysicsDebugRenderer::DrawGeometry( JPH::Mat44Arg inModelMatrix, const JPH::AABox& inWorldSpaceBounds, float inLODScaleSq, JPH::ColorArg inModelColor, const GeometryRef& inGeometry, ECullMode inCullMode, ECastShadow inCastShadow, EDrawMode inDrawMode )
{
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
matrix3x4_t sourceMatrix = JoltToSource::Matrix( inModelMatrix );
const BatchImpl* batch = reinterpret_cast< const BatchImpl * >( inGeometry->mLODs[0].mTriangleBatch.GetPtr() );
color32 clearColor = { .r = 20, .g = 20, .b = 20, .a = 255 };
color32 modulateColor = JoltToSource::Color( inModelColor ).ToColor32();
bool bForceWireFrame = vjolt_debugrender_wireframe.GetInt() == 2;
DebugOverlayMeshDesc_t desc =
{
.pMesh = batch->GetMesh(),
.matTransform = sourceMatrix,
.flDuration = -1.0f,
.bIgnoreZ = false,
.bWireframe = inDrawMode == EDrawMode::Wireframe || bForceWireFrame,
.bClearRT = vjolt_debugrender_clear_rt.GetBool(),
.bClearDepth = vjolt_debugrender_clear_depth.GetBool(),
.colClearColor = clearColor,
.colModulateColor = modulateColor,
.eCullMode = ConvertCullMode( inCullMode ),
.bPip = vjolt_debugrender_picture_in_picture.GetBool()
};
GetDebugOverlay()->DrawMesh( desc );
#endif
}
void JoltPhysicsDebugRenderer::DrawText3D( JPH::Vec3Arg inPosition, const std::string_view &inString, JPH::ColorArg inColor, float inHeight )
{
// Josh:
// Doing a copy of 1024, the max size allowed by a debug overlay
// because AddTextOverlayRGB takes in a c_str and a string view
// is not necessarily null terminated.
char text[1024];
V_strncpy( text, inString.data(), sizeof( text ) );
Vector origin = JoltToSource::Distance( inPosition );
GetDebugOverlay()->AddTextOverlayRGB( origin, 0, 0.5f, inColor.r, inColor.g, inColor.b, inColor.a, "%s", text );
}
void JoltPhysicsDebugRenderer::DrawJoltTVText()
{
GetDebugOverlay()->AddScreenTextOverlay( 0.75f, 0.55f, 0.5f, 255, 0, 255, 255, "Live Jolt Reaction" ); // "Jolt TV"
}
//-------------------------------------------------------------------------------------------------
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
static JPH::BodyManager::EShapeColor GetColorMode()
{
const char *pszString = vjolt_debugrender_color_mode.GetString();
if ( !V_stricmp( pszString, "instance" ) )
return JPH::BodyManager::EShapeColor::InstanceColor;
else if ( !V_stricmp( pszString, "shape_type" ) )
return JPH::BodyManager::EShapeColor::ShapeTypeColor;
else if ( !V_stricmp( pszString, "motion_type" ) )
return JPH::BodyManager::EShapeColor::MotionTypeColor;
else if ( !V_stricmp( pszString, "sleep" ) )
return JPH::BodyManager::EShapeColor::SleepColor;
else if ( !V_stricmp( pszString, "island" ) )
return JPH::BodyManager::EShapeColor::IslandColor;
else if ( !V_stricmp( pszString, "material" ) )
return JPH::BodyManager::EShapeColor::MaterialColor;
Log_Msg( LOG_VJolt, "Unknown color mode: %s\n", pszString );
return JPH::BodyManager::EShapeColor::InstanceColor;
}
#endif
void JoltPhysicsDebugRenderer::RenderPhysicsSystem( JPH::PhysicsSystem &physicsSystem )
{
if ( !GetDebugOverlay() || !vjolt_debugrender.GetBool())
return;
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
const bool wireframe = vjolt_debugrender_wireframe.GetBool();
JPH::BodyManager::DrawSettings drawSettings
{
.mDrawGetSupportFunction = false, ///< Draw the GetSupport() function, used for convex collision detection
.mDrawSupportDirection = false, ///< When drawing the support function, also draw which direction mapped to a specific support point
.mDrawGetSupportingFace = false, ///< Draw the faces that were found colliding during collision detection
.mDrawShape = true, ///< Draw the shapes of all bodies
.mDrawShapeWireframe = wireframe, ///< When mDrawShape is true and this is true, the shapes will be drawn in wireframe instead of solid.
.mDrawShapeColor = GetColorMode(), ///< Coloring scheme to use for shapes
.mDrawBoundingBox = false, ///< Draw a bounding box per body
.mDrawCenterOfMassTransform = false, ///< Draw the center of mass for each body
.mDrawWorldTransform = false, ///< Draw the world transform (which can be different than the center of mass) for each body
.mDrawVelocity = false, ///< Draw the velocity vector for each body
.mDrawMassAndInertia = false, ///< Draw the mass and inertia (as the box equivalent) for each body
.mDrawSleepStats = false, ///< Draw stats regarding the sleeping algorithm of each body
};
#else
JPH::BodyManager::DrawSettings drawSettings
{
.mDrawGetSupportFunction = false, ///< Draw the GetSupport() function, used for convex collision detection
.mDrawSupportDirection = false, ///< When drawing the support function, also draw which direction mapped to a specific support point
.mDrawGetSupportingFace = false, ///< Draw the faces that were found colliding during collision detection
.mDrawShape = false, ///< Draw the shapes of all bodies
.mDrawShapeWireframe = false, ///< When mDrawShape is true and this is true, the shapes will be drawn in wireframe instead of solid.
.mDrawBoundingBox = true, ///< Draw a bounding box per body
.mDrawCenterOfMassTransform = false, ///< Draw the center of mass for each body
.mDrawWorldTransform = false, ///< Draw the world transform (which can be different than the center of mass) for each body
.mDrawVelocity = true, ///< Draw the velocity vector for each body
.mDrawMassAndInertia = false, ///< Draw the mass and inertia (as the box equivalent) for each body
.mDrawSleepStats = false, ///< Draw stats regarding the sleeping algorithm of each body
};
#endif
physicsSystem.DrawBodies( drawSettings, this );
#ifndef VJOLT_USE_PHYSICS_DEBUG_OVERLAY
// :frog:
if ( vjolt_debugrender_picture_in_picture.GetBool() )
DrawJoltTVText();
#endif
}
//-------------------------------------------------------------------------------------------------
JoltPhysicsDebugRenderer &JoltPhysicsDebugRenderer::GetInstance()
{
static JoltPhysicsDebugRenderer s_DebugRenderer;
return s_DebugRenderer;
}
IVJoltDebugOverlay *JoltPhysicsDebugRenderer::GetDebugOverlay()
{
return JoltPhysicsInterface::GetInstance().GetDebugOverlay();
}
//-------------------------------------------------------------------------------------------------
#endif // JPH_DEBUG_RENDERER