DebugDrawer::DebugDrawer() : lines(nullptr) , triangles(nullptr) { Allocator* alloc = AllocatorGetThis(); MaterialHandle debug = MaterialCreate(alloc, "Debug"); Material* mat = debug.Resolve(); mat->setBackfaceCulling(false); mat->setBlending(BlendSource::SourceAlpha, BlendDestination::InverseSourceAlpha); mat->setDepthCompare( DepthCompare::LessOrEqual ); mat->setDepthOffset(Vector2(-1.0f, 1.0f)); //mat->setDepthRange( Vector2(0.1f, 0.9f) ); //mat->setDepthWrite(false); // Lines GeometryBuffer* linesVB = AllocateThis(GeometryBuffer); linesVB->setBufferAccess(BufferAccess::Write); linesVB->setBufferUsage(BufferUsage::Dynamic); SetupDebugVertexFormat(linesVB); lines = RenderBatchCreate(alloc); lines->setGeometryBuffer(linesVB); lines->setPrimitiveType(PrimitiveType::Lines); lines->setMaterial(debug); lines->setRenderLayer(RenderLayer::PostTransparency); renderables.push_back(lines.get()); // Triangles GeometryBufferPtr trianglesVB = AllocateThis(GeometryBuffer); trianglesVB->setBufferAccess(BufferAccess::Write); trianglesVB->setBufferUsage(BufferUsage::Dynamic); SetupDebugVertexFormat(trianglesVB.get()); triangles = RenderBatchCreate(alloc); triangles->setGeometryBuffer(trianglesVB); triangles->setPrimitiveType(PrimitiveType::Triangles); triangles->setMaterial(debug); triangles->setRenderLayer(RenderLayer::PostTransparency); renderables.push_back(triangles.get()); // Quads GeometryBufferPtr quadsVB = AllocateThis(GeometryBuffer); quadsVB->setBufferAccess(BufferAccess::Write); quadsVB->setBufferUsage(BufferUsage::Dynamic); SetupDebugVertexFormat(quadsVB.get()); quads = RenderBatchCreate(alloc); quads->setGeometryBuffer(quadsVB); quads->setPrimitiveType(PrimitiveType::Quads); quads->setMaterial(debug); quads->setRenderLayer(RenderLayer::PostTransparency); renderables.push_back(quads.get()); reset(); }
void Overlay::setOpacity( float opacity ) { this->opacity = opacity; if( renderables.Empty() ) return; MaterialHandle materialHandle = renderables[0]->getMaterial(); Material* material = materialHandle.Resolve(); if( !material ) return; material->setBlending(BlendSource::SourceAlpha, BlendDestination::InverseSourceAlpha); }
RenderBatchPtr Model::createDebugRenderable() const { MaterialHandle handleMaterial = MaterialCreate(AllocatorGetHeap(), "SkeletonDebug"); Material* material = handleMaterial.Resolve(); material->setDepthTest(false); GeometryBuffer* gb = AllocateHeap(GeometryBuffer); RenderBatch* renderable = AllocateHeap(Renderable); renderable->setPrimitiveType(PrimitiveType::Lines); renderable->setGeometryBuffer(gb); renderable->setMaterial(handleMaterial); return renderable; }
RenderablePtr DebugBuildFrustum( const Frustum& box ) { GeometryBuffer* gb = AllocateHeap(GeometryBuffer); MaterialHandle materialHandle = MaterialCreate(AllocatorGetHeap(), "FrustumDebug"); Material* material = materialHandle.Resolve(); material->setBackfaceCulling( false ); Renderable* renderable = AllocateHeap(Renderable); renderable->setPrimitiveType(PrimitiveType::Quads); renderable->setGeometryBuffer(gb); renderable->setMaterial(materialHandle); renderable->setPrimitiveRasterMode( PrimitiveRasterMode::Wireframe ); DebugUpdateFrustum(renderable, box); return renderable; }
RenderablePtr DebugBuildBoundingBox( const BoundingBox& box ) { GeometryBuffer* gb = AllocateHeap(GeometryBuffer); MaterialHandle materialHandle = MaterialCreate(AllocatorGetHeap(), "BoundingBoxDebug"); Material* mat = materialHandle.Resolve(); mat->setDepthCompare( DepthCompare::LessOrEqual ); mat->setBackfaceCulling( false ); //mat->setDepthRange( Vector2(0.1f, 0.9f) ); Renderable* renderable = AllocateHeap(Renderable); renderable->setPrimitiveType(PrimitiveType::Quads); renderable->setGeometryBuffer(gb); renderable->setMaterial(materialHandle); renderable->setPrimitiveRasterMode( PrimitiveRasterMode::Wireframe ); DebugUpdateBoudingBox(gb, box, Color::White); return renderable; }