mirror of
https://gitlab.com/veloren/veloren.git
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230 lines
7.7 KiB
Rust
230 lines
7.7 KiB
Rust
use crate::render::{
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Bound, Consts, DebugDrawer, DebugLocals, DebugVertex, Mesh, Model, Quad, Renderer, Tri,
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};
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use common::util::srgba_to_linear;
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use hashbrown::{HashMap, HashSet};
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use tracing::warn;
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use vek::*;
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#[derive(Debug)]
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pub enum DebugShape {
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Line([Vec3<f32>; 2]),
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Cylinder {
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radius: f32,
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height: f32,
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},
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CapsulePrism {
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p0: Vec2<f32>,
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p1: Vec2<f32>,
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radius: f32,
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height: f32,
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},
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}
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impl DebugShape {
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pub fn mesh(&self) -> Mesh<DebugVertex> {
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use core::f32::consts::{PI, TAU};
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let mut mesh = Mesh::new();
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let tri = |x: Vec3<f32>, y: Vec3<f32>, z: Vec3<f32>| {
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Tri::<DebugVertex>::new(x.into(), y.into(), z.into())
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};
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let quad = |x: Vec3<f32>, y: Vec3<f32>, z: Vec3<f32>, w: Vec3<f32>| {
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Quad::<DebugVertex>::new(x.into(), y.into(), z.into(), w.into())
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};
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match self {
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DebugShape::Line([a, b]) => {
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let h = Vec3::new(0.0, 1.0, 0.0);
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mesh.push_quad(quad(*a, a + h, b + h, *b));
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},
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DebugShape::Cylinder { radius, height } => {
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const SUBDIVISIONS: u8 = 16;
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for i in 0..SUBDIVISIONS {
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// dot on circle edge
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let to = |n: u8| {
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let angle = TAU * f32::from(n) / f32::from(SUBDIVISIONS);
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Vec3::new(radius * angle.cos(), radius * angle.sin(), 0.0)
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};
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let origin = Vec3::zero();
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let r0 = to(i);
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let r1 = to(i + 1);
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let h = Vec3::new(0.0, 0.0, *height);
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// Draw bottom sector
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mesh.push_tri(tri(r1, r0, origin));
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// Draw face
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mesh.push_quad(quad(r0, r1, r1 + h, r0 + h));
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// Draw top sector
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mesh.push_tri(tri(origin + h, r0 + h, r1 + h));
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}
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},
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DebugShape::CapsulePrism {
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p0,
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p1,
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radius,
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height,
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} => {
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// We split circle in two parts
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const HALF_SECTORS: u8 = 8;
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const TOTAL: u8 = HALF_SECTORS * 2;
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let offset = (p0 - p1).angle_between(Vec2::new(0.0, 1.0));
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let h = Vec3::new(0.0, 0.0, *height);
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let draw_cylinder_sector =
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|mesh: &mut Mesh<DebugVertex>, origin: Vec3<f32>, from: u8, to: u8| {
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for i in from..to {
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// dot on circle edge
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let to = |n: u8| {
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let angle = offset + TAU * f32::from(n) / f32::from(TOTAL);
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let (x, y) = (radius * angle.cos(), radius * angle.sin());
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let to_edge = Vec3::new(x, y, 0.0);
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origin + to_edge
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};
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let r0 = to(i);
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let r1 = to(i + 1);
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// Draw bottom sector
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mesh.push_tri(tri(r1, r0, origin));
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// Draw face
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mesh.push_quad(quad(r0, r1, r1 + h, r0 + h));
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// Draw top sector
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mesh.push_tri(tri(origin + h, r0 + h, r1 + h));
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}
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};
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let p0 = Vec3::new(p0.x, p0.y, 0.0);
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let p1 = Vec3::new(p1.x, p1.y, 0.0);
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// 1) Draw first half-cylinder
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draw_cylinder_sector(&mut mesh, p0, 0, HALF_SECTORS);
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// 2) Draw cuboid in-between
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// get main line segment
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let a = p1 - p0;
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// normalize
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let a = a / a.magnitude();
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// stretch to radius
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let a = a * *radius;
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// rotate to 90 degrees to get needed shift
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let ortoghonal = Quaternion::rotation_z(PI / 2.0);
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let shift = ortoghonal * a;
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// bottom points
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let a0 = p0 + shift;
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let b0 = p0 - shift;
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let c0 = p1 - shift;
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let d0 = p1 + shift;
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// top points
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let a1 = a0 + h;
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let b1 = b0 + h;
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let c1 = c0 + h;
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let d1 = d0 + h;
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// Bottom
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mesh.push_quad(quad(d0, c0, b0, a0));
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// Faces
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// (we need only two of them, because other two are inside)
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mesh.push_quad(quad(d0, a0, a1, d1));
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mesh.push_quad(quad(b0, c0, c1, b1));
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// Top
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mesh.push_quad(quad(a1, b1, c1, d1));
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// 3) Draw second half-cylinder
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draw_cylinder_sector(&mut mesh, p1, HALF_SECTORS, TOTAL);
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},
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}
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mesh
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}
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}
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
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pub struct DebugShapeId(pub u64);
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pub struct Debug {
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next_shape_id: DebugShapeId,
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pending_shapes: HashMap<DebugShapeId, DebugShape>,
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pending_locals: HashMap<DebugShapeId, ([f32; 4], [f32; 4], [f32; 4])>,
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pending_deletes: HashSet<DebugShapeId>,
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models: HashMap<DebugShapeId, (Model<DebugVertex>, Bound<Consts<DebugLocals>>)>,
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}
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impl Debug {
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pub fn new() -> Debug {
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Debug {
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next_shape_id: DebugShapeId(0),
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pending_shapes: HashMap::new(),
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pending_locals: HashMap::new(),
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pending_deletes: HashSet::new(),
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models: HashMap::new(),
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}
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}
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pub fn add_shape(&mut self, shape: DebugShape) -> DebugShapeId {
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let id = DebugShapeId(self.next_shape_id.0);
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self.next_shape_id.0 += 1;
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self.pending_shapes.insert(id, shape);
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id
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}
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pub fn set_context(&mut self, id: DebugShapeId, pos: [f32; 4], color: [f32; 4], ori: [f32; 4]) {
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self.pending_locals.insert(id, (pos, color, ori));
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}
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pub fn remove_shape(&mut self, id: DebugShapeId) { self.pending_deletes.insert(id); }
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pub fn maintain(&mut self, renderer: &mut Renderer) {
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for (id, shape) in self.pending_shapes.drain() {
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if let Some(model) = renderer.create_model(&shape.mesh()) {
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let locals = renderer.create_debug_bound_locals(&[DebugLocals {
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pos: [0.0; 4],
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color: [1.0, 0.0, 0.0, 1.0],
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ori: [0.0, 0.0, 0.0, 1.0],
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}]);
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self.models.insert(id, (model, locals));
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} else {
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warn!(
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"Failed to create model for debug shape {:?}: {:?}",
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id, shape
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);
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}
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}
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for (id, (pos, color, ori)) in self.pending_locals.drain() {
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if let Some((_, locals)) = self.models.get_mut(&id) {
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let lc = srgba_to_linear(color.into());
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let new_locals = [DebugLocals {
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pos,
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color: [lc.r, lc.g, lc.b, lc.a],
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ori,
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}];
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renderer.update_consts(locals, &new_locals);
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} else {
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warn!(
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"Tried to update locals for nonexistent debug shape {:?}",
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id
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);
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}
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}
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for id in self.pending_deletes.drain() {
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self.models.remove(&id);
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}
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}
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pub fn render<'a>(&'a self, drawer: &mut DebugDrawer<'_, 'a>) {
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for (model, locals) in self.models.values() {
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drawer.draw(model, locals);
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}
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}
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}
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impl Default for Debug {
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fn default() -> Debug { Debug::new() }
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}
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