// Main display loop void display () { PERF_PUSH ( "frame" ); // instrument code (does CPU and GPU perf) glClearColor( 0.5, 0.5, 0.5, 1.0 ); glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Draw 2D funcs similar to immediate mode, but uses VBO buffers internally // Draw order maintained. Transparency allowed. // start2D() does dynamic redraw every frame. // static2D() will redraw automatically, can be infrequently updated. // Commands: // start2D, static2D, end2D, setview2D // drawLine, drawRect, drawFill, drawText, setText // drawCircle, drawCircleFill, drawCircleDash // Future goals (partially implemented): // - Ability to change model/view matrix per start2D/end2D sets // - Add/remove static2D sets start2D(); int x1, y1, x2, y2; float r, g, b; for (int n=0; n < numRects; n++ ) { x1 = n % 40; y1 = n / 40; drawFill ( x1*30+30-14, y1*30+200-14, x1*30+30+14, y1*30+200+14, 0, float(y1)/40.0, float(x1)/40.0, 1 ); } for (int n=0; n < numCircles; n++ ) { x1 = n % 40; y1 = n / 40; drawCircleFill ( x1*30+30, y1*30+200, 14, float(x1)/40.0, float(y1)/40.0, 1, 1 ); drawCircleDash ( x1*30+30, y1*30+200, 14, 1, 1, 1, 1 ); } srand ( 3142 ); for (int n=0; n < numLines; n++ ) { x1 = (rand()*window_width)/RAND_MAX; y1 = (rand()*window_height)/RAND_MAX; x2 = (rand()*window_width)/RAND_MAX; y2 = (rand()*window_height)/RAND_MAX; r = float(rand())/RAND_MAX; g = float(rand())/RAND_MAX; b = float(rand())/RAND_MAX; drawLine ( x1, y1+200, x2, y2+200, r, g, b, 1 ); } end2D (); // multiple start/end blocks allowed per frame start2D (); char msg[128]; for (int n=0; n < numText; n++ ) { x1 = n % 40; y1 = n / 40; sprintf ( msg, "%d,%d", x1, y1 ); drawText ( x1*30+30-12, y1*30+200, msg, 1, 1, 1, 1); } end2D(); // DrawGui - required to draw GUI drawGui (); // Draw2D - required to draw nv2D draw2D (); frameTime = PERF_POP (); // frame SwapBuffers( g_hDC ); }
void drawOverlay () { Vector4DF clr; Matrix4F proj, view, model; proj.Scale ( 2.0/window_width, -2.0/window_height, 1 ); model.Translate ( cam.getToPos().x, cam.getToPos().y, 1 ); view.Scale ( cam.getToPos().z, 1, 1 ); view *= model; model.Identity (); //----- 2D Drawing (visualizer space) setview2D ( model.GetDataF(), view.GetDataF(), proj.GetDataF() ); setorder2D ( false, 1 ); updatestatic2D ( 0 ); // update model/view/proj matrices of each static draw layer updatestatic2D ( 1 ); updatestatic2D ( 2 ); updatestatic2D ( 3 ); // Selector Bar start2D (); drawRect ( mSelectID*10, 0, mSelectID*10+10, NUM_BIN*25, 1,1,1,1 ); // Same-State Highlights (yellow) int minE = (((0-window_width/2.0)/cam.getToPos().z) - cam.getToPos().x) / 10; int maxE = (((window_width - window_width/2.0)/cam.getToPos().z) - cam.getToPos().x) / 10; minE = ( minE < 0 ) ? 0 : minE; maxE = ( maxE >= mEvents.size() ) ? mEvents.size() : maxE; for (int n=0; n < mEvents.size(); n++ ) { if ( mEvents[n].bin_id[mSelectBin] == mEvents[mSelectID].bin_id[mSelectBin] && n > minE && n < maxE ) { drawRect ( n*10, mSelectBin*25, n*10+10, mSelectBin*25+24, 1,1,0,1 ); drawRect ( n*10+1, mSelectBin*25+1, n*10+9, mSelectBin*25+23, 1,1,0,1 ); } } end2D (); //----- 2D Drawing (screen space) setview2D ( window_width, window_height ); // change to screen space setorder2D ( true, -0.00001 ); start2D (); // dynamic draw int panel_width = 200; float xoff = window_width - panel_width; float yoff = cam.getToPos().y + (window_height/2); // Left panel - Bin Text char name[128]; char msg[1024]; int frame = mEvents[mSelectID].frame; frame = (frame < 0 || frame >= mFrames.size() ) ? 0 : frame; Frame& f = mFrames[ frame ]; drawFill ( 0, yoff, +panel_width, yoff + NUM_BIN*25+250, 0.15,0.15,0.2,0.75 ); drawText ( 10, yoff-85, "Frame #:", 1,1,1,1 ); drawText ( 10, yoff-70, "Frame Draws:", 1,1,1,1 ); drawText ( 10, yoff-55, "Frame Prims:", 1,1,1,1 ); drawText ( 10, yoff-40, "Frame Transfer:", 1,1,1,1 ); drawText ( 10, yoff-20, "Frame States:", 1,1,1,1 ); sprintf ( msg, "%d", frame ); drawText ( 100, yoff - 85, msg, 1,1,1,1 ); sprintf ( msg, "%d", f.totalDraw ); drawText ( 100, yoff - 70, msg, 1,1,1,1 ); sprintf ( msg, "%d", f.totalPrim ); drawText ( 100, yoff - 55, msg, 1,1,1,1 ); sprintf ( msg, "%d bytes", f.totalTransfer ); drawText ( 100, yoff - 40, msg, 1,1,1,1 ); setText ( 0.8, 0 ); drawText ( 100, yoff - 20, "Modify", 1,0,0,1 ); drawText ( 125, yoff - 10, "Switch", 1,0.5,0,1 ); drawText ( 150, yoff - 20, "Reuse", 0,1,0,1 ); drawText ( 175, yoff - 10, "Unique", 1,1,1,1 ); drawTri ( 100, yoff-10, 100+10, yoff-10, 100, yoff, 1, 0,0, 1); drawTri ( 125, yoff-10, 125+10, yoff-10, 125, yoff, 1,.5,0, 1); drawTri ( 150, yoff-10, 150+10, yoff-10, 150, yoff, 0, 1,0, 1); setText ( 1.0, -0.5 ); for (int b=0; b < NUM_BIN; b++ ) { strncpy ( name, binNames[b].c_str(), 128 ); drawText ( 8, yoff + b*25+12, name, 1,1,1,1 ); clr.x = float(f.binChange[b]) / f.totalDraw; if ( clr.x > 1 ) clr.x = 1; sprintf ( msg, "%d", f.binChange[b] ); drawText ( 100, yoff + b*25+12-2, msg, clr.x*0.7+0.3, 0,0,1 ); clr.x = float(f.binSwitch[b]) / f.totalDraw; if ( clr.x > 1 ) clr.x= 1; sprintf ( msg, "%d", f.binSwitch[b] ); drawText ( 125, yoff + b*25+12+2, msg, clr.x*0.7+0.3,clr.x*.4+0.2,0,1 ); clr.x = float(f.binReuse[b]) / f.totalDraw; if ( clr.x > 1 ) clr.x= 1; sprintf ( msg, "%d", f.binReuse[b] ); drawText ( 150, yoff + b*25+12-2, msg, 0, clr.x*0.7+0.3, 0,1 ); sprintf ( msg, "%d", f.binUnique[b] ); drawText ( 175, yoff + b*25+12+2, msg, .7, .7, .7,1 ); } int ys = NUM_BIN*25; float ypos; sprintf ( msg, "%d", mMaxPrim/4 ); drawLine ( 0, yoff + ys+25, 200, yoff+ys+25, .6, .6, .6, 1); drawText ( 10, yoff+ys+25+15, msg, .8,.8,.8,1 ); drawText ( 10, yoff + ys+80, "# Prims", 1, 1, 1, 1 ); drawText ( 10, yoff+ys+125, "0", .8,.8,.8,1 ); drawLine ( 0, yoff + ys+125, 200, yoff+ys+125, .6, .6, .6, 1); ypos = mEvents[ mSelectID ].bin_id[ BIN_DRAW ] * 400 / mMaxPrim; // prim count clr = getClr ( mEvents[ mSelectID ].bin_id[9] + 9*16384 ); if ( ypos > 100 ) ypos = 100; sprintf ( msg, "%d", mEvents[ mSelectID ].bin_id[BIN_DRAW] ); drawLine ( 150, yoff+ys+(125-ypos), 200, yoff+ys+(125-ypos), clr.x,clr.y,clr.z,1 ); drawText ( 150, yoff+ys+(125-ypos), msg, clr.x,clr.y,clr.z,1 ); sprintf ( msg, "%d", mMaxSize ); drawLine ( 0, yoff + ys+150, 200, yoff+ys+150, .6, .6, .6, 1); drawText ( 10, yoff+ys+150+15, msg, .8,.8,.8,1 ); drawText ( 10, yoff + ys+200, "Transfer (bytes)" , 1, 1, 1, 1); drawText ( 10, yoff+ys+250, "0", .8,.8,.8,1 ); drawLine ( 0, yoff + ys+250, 200, yoff+ys+250, .6, .6, .6, 1); ypos = mEvents[ mSelectID ].bin_size [ BIN_SIZE ] * 100 / mMaxSize; // prim count if ( ypos > 100 ) ypos = 100; sprintf ( msg, "%d", mEvents[ mSelectID ].bin_size [BIN_SIZE] ); drawLine ( 150, yoff+ys+(250-ypos), 200, yoff+ys+(250-ypos), 1,1,1,1 ); drawText ( 150, yoff+ys+(250-ypos), msg, 1,1,1,1 ); // Right panel - Call Text drawFill ( xoff, yoff, xoff + panel_width, yoff + NUM_BIN*25+250, 0.15,0.15,0.2,0.75 ); int cid; glColor3f ( 1, 1, 1); for (int c = 0; c < mEvents[ mSelectID ].call_num; c++ ) { cid = mEvents[ mSelectID ].call_start + c; clr = getClr ( mCalls[cid].val_id + mCalls[cid].bin_id*16384 ); clr.w = 1; drawFill ( xoff+100, yoff + c*15, xoff+125, yoff+c*15+13, clr.x, clr.y, clr.z, clr.w ); sprintf ( msg, "%s", mCalls[cid].name.c_str() ); drawText ( xoff+5, yoff + c*15+15, msg, 1,1,1,1 ); sprintf ( msg, "%02d %d %d", mCalls[cid].bin_id, mCalls[cid].size, mCalls[cid].val_id ); drawText ( xoff+130, yoff + c*15+15, msg, 1,1,1,1 ); } end2D (); #ifdef USE_DX g_pContext->OMSetDepthStencilState( g_pDepthStencilState, 1 ); #endif }
void GraphicEngine::renderWorld() { glMatrixMode(GL_MODELVIEW); // set modelview matrix glLoadIdentity(); // clear the current matrix // Offsets glTranslatef(masterPositionOffset.x, masterPositionOffset.y, masterPositionOffset.z); glRotatef(masterOrientationOffset.x, 1.0f, 0.0f, 0.0f); glRotatef(masterOrientationOffset.y, 0.0f, 1.0f, 0.0f); glRotatef(masterOrientationOffset.z, 0.0f, 0.0f, 1.0f); gluLookAt(game->camera->position.x, game->camera->position.y, game->camera->position.z, game->camera->lookAt.x + game->camera->position.x, game->camera->lookAt.y + game->camera->position.y, game->camera->lookAt.z + game->camera->position.z, game->camera->up.x, game->camera->up.y, game->camera->up.z); writeDebugText("Camera position: %0.0f %0.0f %0.0f ", game->camera->position.x, game->camera->position.y, game->camera->position.z); //writeDebugText("Camera look: %0.2f %0.2f %0.2f ", game->camera->lookAt.x, game->camera->lookAt.y, game->camera->lookAt.z); static vector<GameObject*> objects_for_drawing; static vector<GOLight*> lights; static vector<GameObject*> opaque_objects; static vector<GameObject*> transparent_objects; static vector<GameObject*> _2d_objects; objects_for_drawing.clear(); lights.clear(); opaque_objects.clear(); transparent_objects.clear(); _2d_objects.clear(); for (unsigned int i = 0; i < game->objects.size(); i++ ) { if (game->objects.at(i)->getNeedDraw()) { objects_for_drawing.push_back(game->objects.at(i)); } } if (Game::instance->drawBBoxes) { if (renderFilter) { renderFilter->debugDraw(); for (unsigned int i = 0; i < objects_for_drawing.size(); i++ ) { GameObject* o = objects_for_drawing.at(i); renderFilter->debugObjectDraw(o); } } else { for (unsigned int i = 0; i < objects_for_drawing.size(); i++ ) { drawBBox(objects_for_drawing.at(i)->getBBox()); } } } for (unsigned int i = 0; i < objects_for_drawing.size(); i++ ) { if (objects_for_drawing.at(i)->type == GO_LIGHT) { lights.push_back((GOLight*)objects_for_drawing.at(i)); } else if (objects_for_drawing.at(i)->is2D) { _2d_objects.push_back(objects_for_drawing.at(i)); } else if (objects_for_drawing.at(i)->opaque) { opaque_objects.push_back(objects_for_drawing.at(i)); } else { transparent_objects.push_back(objects_for_drawing.at(i)); } } if (renderFilter && !Game::instance->editorMode) { opaque_objects = renderFilter->doFilter(opaque_objects); transparent_objects = renderFilter->doFilter(transparent_objects); } game->drawnObjectsCount = opaque_objects.size(); game->drawnObjectsCount += transparent_objects.size(); game->drawnObjectsCount += _2d_objects.size(); sort(transparent_objects.begin(), transparent_objects.end(), sortTransparent); for (unsigned int i = 0; i < lights.size(); i++ ) { lights.at(i)->draw(); } for (unsigned int i = 0; i < opaque_objects.size(); i++ ) { opaque_objects.at(i)->draw(); //writeDebugText("Type: %i, id: %s, z:%f", opaque_objects.at(i)->type, opaque_objects.at(i)->id.c_str(), opaque_objects.at(i)->position.z); } game->transparentObjectsCount = transparent_objects.size(); for (unsigned int i = 0; i < transparent_objects.size(); i++ ) { transparent_objects.at(i)->draw(); //writeDebugText("Type: %i, id: %s, z:%f", transparent_objects.at(i)->type, transparent_objects.at(i)->id.c_str(), (transparent_objects.at(i)->position - game->camera->position).Length()); } if (game->debugPhysDraw) { if (game->debugPhysDrawIn2D) start2D(); game->dynamicsWorld->debugDrawWorld(); if (game->debugPhysDrawIn2D) end2D(); } // Ligt reset for (unsigned int i = 0; i < lights.size(); i++ ) { lights.at(i)->cancel(); } #ifndef OPENGL_ES // for drawibg texts glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); #endif // save previous state of lighting bool lightingEnabled = glIsEnabled(GL_LIGHTING); glDisable(GL_LIGHTING); // Write 2D stuff start2D(); // sort Z sort(_2d_objects.begin(), _2d_objects.end(), sort2D); game->_2dObjectsCount = _2d_objects.size(); for (unsigned int i = 0; i < _2d_objects.size(); i++ ) { _2d_objects.at(i)->draw(); //writeDebugText("Type: %i, id: %s, z:%f", opaque_objects.at(i)->type, opaque_objects.at(i)->id.c_str(), opaque_objects.at(i)->position.z); } // Draw debug texts for (unsigned int i = 0; i < debugStrings.size(); i++ ) { if (game->drawDebugText && !game->console->isOpened()) { std::pair <float, float>* size = new std::pair <float, float>(); standart14Normal->GetStringSize(debugStrings.at(i).c_str(), size); static GOPlate* p = new GOPlate(); p->setPositioningMode(GOPositioningModeTopLeft); p->color = MGColor(0.0f,0.0f,0.0f,0.4f); int h = (int)(size->second * 1.00); p->setSize(CVector(size->first, h)); p->setPosition(CVector(5.0f, game->osAdapter->getScreenHeight() - (h * i))); p->draw(); writeText(debugStrings.at(i), CVector(5.0f, game->osAdapter->getScreenHeight() - (h * i), 0.0f), STANDART_14_NORMAL, MGColor(0.0f, 1.0f, 0.0f, 1.0f)); } } debugStrings.clear(); game->luaVM->doString("_onDraw2D()"); end2D(); if (lightingEnabled) { glEnable(GL_LIGHTING); } else { glDisable(GL_LIGHTING); } }