/* * Copyright 2018, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file blender/draw/intern/draw_debug.c * \ingroup draw * * \brief Simple API to draw debug shapes in the viewport. */ #include "MEM_guardedalloc.h" #include "DNA_object_types.h" #include "BLI_link_utils.h" #include "GPU_immediate.h" #include "draw_debug.h" #include "draw_manager.h" /* --------- Register --------- */ /* Matrix applied to all points before drawing. Could be a stack if needed. */ static float g_modelmat[4][4]; void DRW_debug_modelmat_reset(void) { unit_m4(g_modelmat); } void DRW_debug_modelmat(const float modelmat[4][4]) { copy_m4_m4(g_modelmat, modelmat); } void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4]) { DRWDebugLine *line = MEM_mallocN(sizeof(DRWDebugLine), "DRWDebugLine"); mul_v3_m4v3(line->pos[0], g_modelmat, v1); mul_v3_m4v3(line->pos[1], g_modelmat, v2); copy_v4_v4(line->color, color); BLI_LINKS_PREPEND(DST.debug.lines, line); } void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float color[4]) { BLI_assert(vert_len > 1); for (int i = 0; i < vert_len; ++i) { DRW_debug_line_v3v3(v[i], v[(i + 1) % vert_len], color); } } /* NOTE: g_modelmat is still applied on top. */ void DRW_debug_m4(const float m[4][4]) { float v0[3] = {0.0f, 0.0f, 0.0f}; float v1[3] = {1.0f, 0.0f, 0.0f}; float v2[3] = {0.0f, 1.0f, 0.0f}; float v3[3] = {0.0f, 0.0f, 1.0f}; mul_m4_v3(m, v0); mul_m4_v3(m, v1); mul_m4_v3(m, v2); mul_m4_v3(m, v3); DRW_debug_line_v3v3(v0, v1, (float[4]){1.0f, 0.0f, 0.0f, 1.0f}); DRW_debug_line_v3v3(v0, v2, (float[4]){0.0f, 1.0f, 0.0f, 1.0f}); DRW_debug_line_v3v3(v0, v3, (float[4]){0.0f, 0.0f, 1.0f, 1.0f}); } void DRW_debug_bbox(const BoundBox *bbox, const float color[4]) { DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[1], color); DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[2], color); DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[3], color); DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[0], color); DRW_debug_line_v3v3(bbox->vec[4], bbox->vec[5], color); DRW_debug_line_v3v3(bbox->vec[5], bbox->vec[6], color); DRW_debug_line_v3v3(bbox->vec[6], bbox->vec[7], color); DRW_debug_line_v3v3(bbox->vec[7], bbox->vec[4], color); DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[4], color); DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[5], color); DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[6], color); DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[7], color); } /* --------- Render --------- */ static void drw_debug_draw_lines(void) { int count = BLI_linklist_count((LinkNode *)DST.debug.lines); if (count == 0) { return; } Gwn_VertFormat *vert_format = immVertexFormat(); uint pos = GWN_vertformat_attr_add(vert_format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); uint col = GWN_vertformat_attr_add(vert_format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBegin(GWN_PRIM_LINES, count * 2); while (DST.debug.lines) { void *next = DST.debug.lines->next; immAttrib4fv(col, DST.debug.lines->color); immVertex3fv(pos, DST.debug.lines->pos[0]); immAttrib4fv(col, DST.debug.lines->color); immVertex3fv(pos, DST.debug.lines->pos[1]); MEM_freeN(DST.debug.lines); DST.debug.lines = next; } immEnd(); immUnbindProgram(); } void drw_debug_draw(void) { drw_debug_draw_lines(); } void drw_debug_init(void) { DRW_debug_modelmat_reset(); }