void SceneSpace::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat ) { if( overrideMat ) return; if( !mEditorRenderMaterial ) { // We have no material for rendering so just render // a plain box. GFXTransformSaver saver; MatrixF mat = getRenderTransform(); mat.scale( getScale() ); GFX->multWorld( mat ); GFXStateBlockDesc desc; desc.setZReadWrite( true, false ); desc.setBlend( true ); desc.setCullMode( GFXCullNone ); GFXDrawUtil *drawer = GFX->getDrawUtil(); drawer->drawCube( desc, mObjBox, _getDefaultEditorSolidColor() ); // Render black wireframe. desc.setFillModeWireframe(); drawer->drawCube( desc, mObjBox, _getDefaultEditorWireframeColor() ); } else { //RDTODO } }
void Forest::_renderCellBounds( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ) { PROFILE_SCOPE( Forest_RenderCellBounds ); if ( overrideMat ) return; GFXTransformSaver saver; MatrixF projBias(true); const Frustum frustum = GFX->getFrustum(); MathUtils::getZBiasProjectionMatrix( 0.001f, frustum, &projBias ); GFX->setProjectionMatrix( projBias ); VectorF extents; Point3F pos; // Get top level cells Vector<ForestCell*> cellStack; mData->getCells( &cellStack ); // Holds child cells we need to render as we encounter them. Vector<ForestCell*> frontier; GFXDrawUtil *drawer = GFX->getDrawUtil(); GFXStateBlockDesc desc; desc.setZReadWrite( true, false ); desc.setBlend( true ); desc.setFillModeWireframe(); while ( !cellStack.empty() ) { while ( !cellStack.empty() ) { const ForestCell *cell = cellStack.last(); cellStack.pop_back(); Box3F box = cell->getBounds(); drawer->drawCube( desc, box, ColorI( 0, 255, 0 ) ); RectF rect = cell->getRect(); box.minExtents.set( rect.point.x, rect.point.y, box.minExtents.z ); box.maxExtents.set( rect.point.x + rect.extent.x, rect.point.y + rect.extent.y, box.minExtents.z ); drawer->drawCube( desc, box, ColorI::RED ); // If this cell has children, add them to the frontier. if ( !cell->isLeaf() ) cell->getChildren( &frontier ); } // Now the frontier becomes the cellStack and we empty the frontier. cellStack = frontier; frontier.clear(); } }
void NavPath::renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat) { if(overrideMat) return; if(state->isReflectPass() || !(isSelected() || mAlwaysRender)) return; GFXDrawUtil *drawer = GFX->getDrawUtil(); GFXStateBlockDesc desc; desc.setZReadWrite(true, false); desc.setBlend(true); desc.setCullMode(GFXCullNone); if(isSelected()) { drawer->drawCube(desc, getWorldBox(), ColorI(136, 255, 228, 5)); desc.setFillModeWireframe(); drawer->drawCube(desc, getWorldBox(), ColorI::BLACK); } desc.setZReadWrite(!mXray, false); ColorI pathColour(255, 0, 255); if(!mIsLooping) { desc.setFillModeSolid(); if(mFromSet) drawer->drawCube(desc, Point3F(0.2f, 0.2f, 0.2f), mFrom, pathColour); if(mToSet) drawer->drawCube(desc, Point3F(0.2f, 0.2f, 0.2f), mTo, pathColour); } GFXStateBlockRef sb = GFX->createStateBlock(desc); GFX->setStateBlock(sb); PrimBuild::color3i(pathColour.red, pathColour.green, pathColour.blue); PrimBuild::begin(GFXLineStrip, mPoints.size()); for (U32 i = 0; i < mPoints.size(); i++) PrimBuild::vertex3fv(mPoints[i]); PrimBuild::end(); if(mRenderSearch && getServerObject()) { NavPath *np = static_cast<NavPath*>(getServerObject()); if(np->mQuery && !dtStatusSucceed(np->mStatus)) { duDebugDrawTorque dd; dd.overrideColor(duRGBA(250, 20, 20, 255)); duDebugDrawNavMeshNodes(&dd, *np->mQuery); dd.render(); } } }
void NavMesh::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat) { if(overrideMat) return; if(state->isReflectPass()) return; PROFILE_SCOPE(NavMesh_Render); GFXDrawUtil *drawer = GFX->getDrawUtil(); GFXStateBlockDesc desc; desc.setZReadWrite(true, false); desc.setBlend(true); desc.setCullMode(GFXCullNone); drawer->drawCube(desc, getWorldBox(), ColorI(136, 255, 228, 45)); desc.setFillModeWireframe(); drawer->drawCube(desc, getWorldBox(), ColorI::BLACK); // Recast debug draw duDebugDrawTorque dd; NetObject *no = getServerObject(); if(no && isSelected()) { NavMesh *n = static_cast<NavMesh*>(no); RenderMode mode = mRenderMode; bool build = n->mBuilding; if(build) { mode = RENDER_NAVMESH; dd.overrideColour(duRGBA(255, 0, 0, 80)); } n->mNavMeshLock.lock(); switch(mode) { case RENDER_NAVMESH: if(n->nm) duDebugDrawNavMesh (&dd, *n->nm, 0); break; case RENDER_CONTOURS: if(n->cs) duDebugDrawContours (&dd, *n->cs); break; case RENDER_POLYMESH: if(n->pm) duDebugDrawPolyMesh (&dd, *n->pm); break; case RENDER_DETAILMESH: if(n->pmd) duDebugDrawPolyMeshDetail (&dd, *n->pmd); break; case RENDER_PORTALS: if(n->nm) duDebugDrawNavMeshPortals (&dd, *n->nm); break; } if(n->cs && mRenderConnections && !build) duDebugDrawRegionConnections(&dd, *n->cs); if(n->mInPolys && mRenderInput && !build) n->mInPolys->render(); n->mNavMeshLock.unlock(); } }
void EditTSCtrl::renderMissionArea() { MissionArea* obj = MissionArea::getServerObject(); if ( !obj ) return; if ( !mRenderMissionArea && !obj->isSelected() ) return; GFXDEBUGEVENT_SCOPE( Editor_renderMissionArea, ColorI::WHITE ); F32 minHeight = 0.0f; F32 maxHeight = 0.0f; TerrainBlock* terrain = getActiveTerrain(); if ( terrain ) { terrain->getMinMaxHeight( &minHeight, &maxHeight ); Point3F pos = terrain->getPosition(); maxHeight += pos.z + mMissionAreaHeightAdjust; minHeight += pos.z - mMissionAreaHeightAdjust; } const RectI& area = obj->getArea(); Box3F areaBox( area.point.x, area.point.y, minHeight, area.point.x + area.extent.x, area.point.y + area.extent.y, maxHeight ); GFXDrawUtil* drawer = GFX->getDrawUtil(); GFXStateBlockDesc desc; desc.setCullMode( GFXCullNone ); desc.setBlend( true ); desc.setZReadWrite( false, false ); desc.setFillModeSolid(); drawer->drawCube( desc, areaBox, mMissionAreaFillColor ); desc.setFillModeWireframe(); drawer->drawCube( desc, areaBox, mMissionAreaFrameColor ); }
void SFXEmitter::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat ) { // Check to see if the emitter is in range and playing // and assign a proper color depending on this. ColorI color; if( _getPlaybackStatus() == SFXStatusPlaying ) { if( isInRange() ) color = smRenderColorPlayingInRange; else color = smRenderColorPlayingOutOfRange; } else { if( isInRange() ) color = smRenderColorStoppedInRange; else color = smRenderColorStoppedOutOfRange; } // Draw the cube. GFXStateBlockDesc desc; desc.setZReadWrite( true, false ); desc.setBlend( true ); desc.setCullMode( GFXCullNone ); GFXDrawUtil *drawer = GFX->getDrawUtil(); drawer->drawCube( desc, Point3F( 0.5f, 0.5f, 0.5f ), getBoxCenter(), color ); // Render visual feedback for 3D sounds. if( ( smRenderEmitters || isSelected() ) && is3D() ) _render3DVisualFeedback(); }
void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mat ) { GFXDrawUtil *drawer = GFX->getDrawUtil(); GFX->setTexture( 0, NULL ); // Render world box. if ( false ) { Box3F wbox( mWorldBox ); //if ( getServerObject() ) // Box3F wbox = static_cast<ConvexShape*>( getServerObject() )->mWorldBox; GFXStateBlockDesc desc; desc.setCullMode( GFXCullNone ); desc.setFillModeWireframe(); drawer->drawCube( desc, wbox, ColorI::RED ); } const Vector< Point3F > &pointList = mGeometry.points; const Vector< ConvexShape::Face > &faceList = mGeometry.faces; // Render Edges. if ( false ) { GFXTransformSaver saver; //GFXFrustumSaver fsaver; MatrixF xfm( getRenderTransform() ); xfm.scale( getScale() ); GFX->multWorld( xfm ); GFXStateBlockDesc desc; desc.setZReadWrite( true, false ); desc.setBlend( true ); GFX->setStateBlockByDesc( desc ); //MathUtils::getZBiasProjectionMatrix( 0.01f, state->getFrustum(), ) const Point3F &camFvec = state->getCameraTransform().getForwardVector(); for ( S32 i = 0; i < faceList.size(); i++ ) { const ConvexShape::Face &face = faceList[i]; const Vector< ConvexShape::Edge > &edgeList = face.edges; const Vector< U32 > &facePntList = face.points; PrimBuild::begin( GFXLineList, edgeList.size() * 2 ); PrimBuild::color( ColorI::WHITE * 0.8f ); for ( S32 j = 0; j < edgeList.size(); j++ ) { PrimBuild::vertex3fv( pointList[ facePntList[ edgeList[j].p0 ] ] - camFvec * 0.001f ); PrimBuild::vertex3fv( pointList[ facePntList[ edgeList[j].p1 ] ] - camFvec * 0.001f ); } PrimBuild::end(); } } ColorI faceColorsx[4] = { ColorI( 255, 0, 0 ), ColorI( 0, 255, 0 ), ColorI( 0, 0, 255 ), ColorI( 255, 0, 255 ) }; MatrixF objToWorld( mObjToWorld ); objToWorld.scale( mObjScale ); // Render faces centers/colors. if ( false ) { GFXStateBlockDesc desc; desc.setCullMode( GFXCullNone ); Point3F size( 0.1f ); for ( S32 i = 0; i < faceList.size(); i++ ) { ColorI color = faceColorsx[ i % 4 ]; S32 div = ( i / 4 ) * 4; if ( div > 0 ) color /= div; color.alpha = 255; Point3F pnt; objToWorld.mulP( faceList[i].centroid, &pnt ); drawer->drawCube( desc, size, pnt, color, NULL ); } } // Render winding order. if ( false ) { GFXStateBlockDesc desc; desc.setCullMode( GFXCullNone ); desc.setZReadWrite( true, false ); GFX->setStateBlockByDesc( desc ); U32 pointCount = 0; for ( S32 i = 0; i < faceList.size(); i++ ) pointCount += faceList[i].winding.size(); PrimBuild::begin( GFXLineList, pointCount * 2 ); for ( S32 i = 0; i < faceList.size(); i++ ) { for ( S32 j = 0; j < faceList[i].winding.size(); j++ ) { Point3F p0 = pointList[ faceList[i].points[ faceList[i].winding[j] ] ]; Point3F p1 = p0 + mSurfaces[ faceList[i].id ].getUpVector() * 0.75f * ( Point3F::One / mObjScale ); objToWorld.mulP( p0 ); objToWorld.mulP( p1 ); ColorI color = faceColorsx[ j % 4 ]; S32 div = ( j / 4 ) * 4; if ( div > 0 ) color /= div; color.alpha = 255; PrimBuild::color( color ); PrimBuild::vertex3fv( p0 ); PrimBuild::color( color ); PrimBuild::vertex3fv( p1 ); } } PrimBuild::end(); } // Render Points. if ( false ) { /* GFXTransformSaver saver; MatrixF xfm( getRenderTransform() ); xfm.scale( getScale() ); GFX->multWorld( xfm ); GFXStateBlockDesc desc; Point3F size( 0.05f ); */ } // Render surface transforms. if ( false ) { GFXStateBlockDesc desc; desc.setBlend( false ); desc.setZReadWrite( true, true ); Point3F scale(mNormalLength); for ( S32 i = 0; i < mSurfaces.size(); i++ ) { MatrixF objToWorld( mObjToWorld ); objToWorld.scale( mObjScale ); MatrixF renderMat; renderMat.mul( objToWorld, mSurfaces[i] ); renderMat.setPosition( renderMat.getPosition() + renderMat.getUpVector() * 0.001f ); drawer->drawTransform( desc, renderMat, &scale, NULL ); } } }
void drawActor( NxActor *inActor ) { GFXDrawUtil *drawer = GFX->getDrawUtil(); //drawer->setZRead( false ); // Determine alpha we render shapes with. const U8 enabledAlpha = 255; const U8 disabledAlpha = 100; U8 renderAlpha = inActor->readActorFlag( NX_AF_DISABLE_COLLISION ) ? disabledAlpha : enabledAlpha; // Determine color we render actors and shapes with. ColorI actorColor( 0, 0, 255, 200 ); ColorI shapeColor = ( inActor->isSleeping() ? ColorI( 0, 0, 255, renderAlpha ) : ColorI( 255, 0, 255, renderAlpha ) ); MatrixF actorMat(true); inActor->getGlobalPose().getRowMajor44( actorMat ); GFXStateBlockDesc desc; desc.setBlend( true ); desc.setZReadWrite( true, false ); desc.setCullMode( GFXCullNone ); // Draw an xfm gizmo for the actor's globalPose... //drawer->drawTransform( desc, actorMat, Point3F::One, actorColor ); // Loop through and render all the actor's shapes.... NxShape *const*pShapeArray = inActor->getShapes(); U32 numShapes = inActor->getNbShapes(); for ( U32 i = 0; i < numShapes; i++ ) { const NxShape *shape = pShapeArray[i]; Point3F shapePos = pxCast<Point3F>( shape->getGlobalPosition() ); MatrixF shapeMat(true); shape->getGlobalPose().getRowMajor44(shapeMat); shapeMat.setPosition( Point3F::Zero ); switch ( shape->getType() ) { case NX_SHAPE_SPHERE: { NxSphereShape *sphere = (NxSphereShape*)shape; drawer->drawSphere( desc, sphere->getRadius(), shapePos, shapeColor ); break; } case NX_SHAPE_BOX: { NxBoxShape *box = (NxBoxShape*)shape; Point3F size = pxCast<Point3F>( box->getDimensions() ); drawer->drawCube( desc, size*2, shapePos, shapeColor, &shapeMat ); break; } case NX_SHAPE_CAPSULE: { shapeMat.mul( MatrixF( EulerF( mDegToRad(90.0f), mDegToRad(90.0f), 0 ) ) ); NxCapsuleShape *capsule = (NxCapsuleShape*)shape; drawer->drawCapsule( desc, shapePos, capsule->getRadius(), capsule->getHeight(), shapeColor, &shapeMat ); break; } default: { break; } } } //drawer->clearZDefined(); }