/** * Debugging drawing library * * Quick way to draw debug geometry. All input should be in world space and * will be rendered in the default view. No additional setup required. **/ /** Global switch option. */ bool drw_debug_draw_enable = true; const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0); /* -------------------------------------------------------------------- */ /** \name Internals * \{ */ uint drw_debug_start_draw(uint v_needed) { uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed); /* NOTE: Skip the header manually. */ vertid += 1; return vertid; } uint drw_debug_color_pack(vec4 color) { color = clamp(color, 0.0, 1.0); uint result = 0; result |= uint(color.x * 255.0) << 0u; result |= uint(color.y * 255.0) << 8u; result |= uint(color.z * 255.0) << 16u; result |= uint(color.w * 255.0) << 24u; return result; } void drw_debug_line(inout uint vertid, vec3 v1, vec3 v2, uint color) { drw_debug_verts_buf[vertid++] = DRWDebugVert( floatBitsToUint(v1.x), floatBitsToUint(v1.y), floatBitsToUint(v1.z), color); drw_debug_verts_buf[vertid++] = DRWDebugVert( floatBitsToUint(v2.x), floatBitsToUint(v2.y), floatBitsToUint(v2.z), color); } /** \} */ /* -------------------------------------------------------------------- */ /** \name API * \{ */ /** * Draw a line. */ void drw_debug_line(vec3 v1, vec3 v2, vec4 color) { if (!drw_debug_draw_enable) { return; } const uint v_needed = 2; uint vertid = drw_debug_start_draw(v_needed); if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { drw_debug_line(vertid, v1, v2, drw_debug_color_pack(color)); } } void drw_debug_line(vec3 v1, vec3 v2) { drw_debug_line(v1, v2, drw_debug_default_color); } /** * Draw a quad contour. */ void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec4 color) { if (!drw_debug_draw_enable) { return; } const uint v_needed = 8; uint vertid = drw_debug_start_draw(v_needed); if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { uint pcolor = drw_debug_color_pack(color); drw_debug_line(vertid, v1, v2, pcolor); drw_debug_line(vertid, v2, v3, pcolor); drw_debug_line(vertid, v3, v4, pcolor); drw_debug_line(vertid, v4, v1, pcolor); } } void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4) { drw_debug_quad(v1, v2, v3, v4, drw_debug_default_color); } /** * Draw a point as octahedron wireframe. */ void drw_debug_point(vec3 p, float radius, vec4 color) { if (!drw_debug_draw_enable) { return; } vec3 c = vec3(radius, -radius, 0); vec3 v1 = p + c.xzz; vec3 v2 = p + c.zxz; vec3 v3 = p + c.yzz; vec3 v4 = p + c.zyz; vec3 v5 = p + c.zzx; vec3 v6 = p + c.zzy; const uint v_needed = 12 * 2; uint vertid = drw_debug_start_draw(v_needed); if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { uint pcolor = drw_debug_color_pack(color); drw_debug_line(vertid, v1, v2, pcolor); drw_debug_line(vertid, v2, v3, pcolor); drw_debug_line(vertid, v3, v4, pcolor); drw_debug_line(vertid, v4, v1, pcolor); drw_debug_line(vertid, v1, v5, pcolor); drw_debug_line(vertid, v2, v5, pcolor); drw_debug_line(vertid, v3, v5, pcolor); drw_debug_line(vertid, v4, v5, pcolor); drw_debug_line(vertid, v1, v6, pcolor); drw_debug_line(vertid, v2, v6, pcolor); drw_debug_line(vertid, v3, v6, pcolor); drw_debug_line(vertid, v4, v6, pcolor); } } void drw_debug_point(vec3 p, float radius) { drw_debug_point(p, radius, drw_debug_default_color); } void drw_debug_point(vec3 p) { drw_debug_point(p, 0.01); } /** * Draw a sphere wireframe as 3 axes circle. */ void drw_debug_sphere(vec3 p, float radius, vec4 color) { if (!drw_debug_draw_enable) { return; } const int circle_resolution = 16; const uint v_needed = circle_resolution * 2 * 3; uint vertid = drw_debug_start_draw(v_needed); if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { uint pcolor = drw_debug_color_pack(color); for (int axis = 0; axis < 3; axis++) { for (int edge = 0; edge < circle_resolution; edge++) { float angle1 = (2.0 * 3.141592) * float(edge + 0) / float(circle_resolution); vec3 p1 = vec3(cos(angle1), sin(angle1), 0.0) * radius; p1 = vec3(p1[(0 + axis) % 3], p1[(1 + axis) % 3], p1[(2 + axis) % 3]); float angle2 = (2.0 * 3.141592) * float(edge + 1) / float(circle_resolution); vec3 p2 = vec3(cos(angle2), sin(angle2), 0.0) * radius; p2 = vec3(p2[(0 + axis) % 3], p2[(1 + axis) % 3], p2[(2 + axis) % 3]); drw_debug_line(vertid, p + p1, p + p2, pcolor); } } } } void drw_debug_sphere(vec3 p, float radius) { drw_debug_sphere(p, radius, drw_debug_default_color); } /** * Draw a matrix transformation as 3 colored axes. */ void drw_debug_matrix(mat4 mat, vec4 color) { vec4 p[4] = vec4[4](vec4(0, 0, 0, 1), vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1)); for (int i = 0; i < 4; i++) { p[i] = mat * p[i]; p[i].xyz /= p[i].w; } drw_debug_line(p[0].xyz, p[0].xyz, vec4(1, 0, 0, 1)); drw_debug_line(p[0].xyz, p[1].xyz, vec4(0, 1, 0, 1)); drw_debug_line(p[0].xyz, p[2].xyz, vec4(0, 0, 1, 1)); } void drw_debug_matrix(mat4 mat) { drw_debug_matrix(mat, drw_debug_default_color); } /** * Draw a matrix as a 2 units length bounding box, centered on origin. */ void drw_debug_matrix_as_bbox(mat4 mat, vec4 color) { vec4 p[8] = vec4[8](vec4(-1, -1, -1, 1), vec4(1, -1, -1, 1), vec4(1, 1, -1, 1), vec4(-1, 1, -1, 1), vec4(-1, -1, 1, 1), vec4(1, -1, 1, 1), vec4(1, 1, 1, 1), vec4(-1, 1, 1, 1)); for (int i = 0; i < 8; i++) { p[i] = mat * p[i]; p[i].xyz /= p[i].w; } drw_debug_quad(p[0].xyz, p[1].xyz, p[2].xyz, p[3].xyz, color); drw_debug_line(p[0].xyz, p[4].xyz, color); drw_debug_line(p[1].xyz, p[5].xyz, color); drw_debug_line(p[2].xyz, p[6].xyz, color); drw_debug_line(p[3].xyz, p[7].xyz, color); drw_debug_quad(p[4].xyz, p[5].xyz, p[6].xyz, p[7].xyz, color); } void drw_debug_matrix_as_bbox(mat4 mat) { drw_debug_matrix_as_bbox(mat, drw_debug_default_color); } /** \} */