/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2018 Blender Foundation. */ /** \file * \ingroup draw * * \brief Simple API to draw debug shapes in the viewport. */ #include "MEM_guardedalloc.h" #include "DNA_object_types.h" #include "BKE_object.h" #include "BLI_link_utils.h" #include "GPU_immediate.h" #include "GPU_matrix.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); } } 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); } void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool invert) { BoundBox bb; const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f}; float project_matrix[4][4]; if (invert) { invert_m4_m4(project_matrix, m); } else { copy_m4_m4(project_matrix, m); } BKE_boundbox_init_from_minmax(&bb, min, max); for (int i = 0; i < 8; i++) { mul_project_m4_v3(project_matrix, bb.vec[i]); } DRW_debug_bbox(&bb, color); } void DRW_debug_sphere(const float center[3], const float radius, const float color[4]) { float size_mat[4][4]; DRWDebugSphere *sphere = MEM_mallocN(sizeof(DRWDebugSphere), "DRWDebugSphere"); /* Bake all transform into a Matrix4 */ scale_m4_fl(size_mat, radius); copy_m4_m4(sphere->mat, g_modelmat); translate_m4(sphere->mat, center[0], center[1], center[2]); mul_m4_m4m4(sphere->mat, sphere->mat, size_mat); copy_v4_v4(sphere->color, color); BLI_LINKS_PREPEND(DST.debug.spheres, sphere); } /* --------- Render --------- */ static void drw_debug_draw_lines(void) { int count = BLI_linklist_count((LinkNode *)DST.debug.lines); if (count == 0) { return; } GPUVertFormat *vert_format = immVertexFormat(); uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); uint col = GPU_vertformat_attr_add(vert_format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBegin(GPU_PRIM_LINES, count * 2); while (DST.debug.lines) { void *next = DST.debug.lines->next; immAttr4fv(col, DST.debug.lines->color); immVertex3fv(pos, DST.debug.lines->pos[0]); immAttr4fv(col, DST.debug.lines->color); immVertex3fv(pos, DST.debug.lines->pos[1]); MEM_freeN(DST.debug.lines); DST.debug.lines = next; } immEnd(); immUnbindProgram(); } static void drw_debug_draw_spheres(void) { int count = BLI_linklist_count((LinkNode *)DST.debug.spheres); if (count == 0) { return; } float persmat[4][4]; DRW_view_persmat_get(NULL, persmat, false); GPUBatch *empty_sphere = DRW_cache_empty_sphere_get(); GPU_batch_program_set_builtin(empty_sphere, GPU_SHADER_3D_UNIFORM_COLOR); while (DST.debug.spheres) { void *next = DST.debug.spheres->next; float MVP[4][4]; mul_m4_m4m4(MVP, persmat, DST.debug.spheres->mat); GPU_batch_uniform_mat4(empty_sphere, "ModelViewProjectionMatrix", MVP); GPU_batch_uniform_4fv(empty_sphere, "color", DST.debug.spheres->color); GPU_batch_draw(empty_sphere); MEM_freeN(DST.debug.spheres); DST.debug.spheres = next; } } void drw_debug_draw(void) { drw_debug_draw_lines(); drw_debug_draw_spheres(); } void drw_debug_init(void) { DRW_debug_modelmat_reset(); }