mirror of https://github.com/axmolengine/axmol.git
184 lines
5.8 KiB
C++
184 lines
5.8 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "navmesh/CCNavMeshDebugDraw.h"
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#if CC_USE_NAVMESH
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCRenderState.h"
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#include "base/CCDirector.h"
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#include "base/ccMacros.h"
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NS_CC_BEGIN
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NavMeshDebugDraw::NavMeshDebugDraw()
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: _primitiveType(GL_POINTS)
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, _dirtyBuffer(true)
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, _currentPrimitive(nullptr)
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, _currentDepthMask(true)
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{
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_stateBlock = RenderState::StateBlock::create();
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_stateBlock->setCullFace(true);
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_stateBlock->setCullFaceSide(RenderState::CullFaceSide::CULL_FACE_SIDE_BACK);
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_stateBlock->setDepthTest(true);
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_stateBlock->setBlend(true);
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_stateBlock->setBlendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED);
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CC_SAFE_RETAIN(_stateBlock);
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_customCmd.set3D(true);
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_customCmd.setTransparent(true);
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_program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
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glGenBuffers(1, &_vbo);
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}
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void NavMeshDebugDraw::vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v)
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{
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}
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void NavMeshDebugDraw::vertex(const float* pos, unsigned int color, const float* uv)
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{
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vertex(pos[0], pos[1], pos[2], color, uv[0], uv[1]);
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}
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void NavMeshDebugDraw::vertex(const float x, const float y, const float z, unsigned int color)
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{
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if (!_currentPrimitive) return;
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V3F_C4F vertex = { Vec3(x, y, z), getColor(color) };
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_vertices.push_back(vertex);
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_dirtyBuffer = true;
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}
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void NavMeshDebugDraw::vertex(const float* pos, unsigned int color)
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{
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vertex(pos[0], pos[1], pos[2], color);
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}
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NavMeshDebugDraw::~NavMeshDebugDraw()
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{
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CC_SAFE_RELEASE(_stateBlock);
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for (auto iter : _primitiveList){
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delete iter;
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}
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glDeleteBuffers(1, &_vbo);
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}
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void NavMeshDebugDraw::depthMask(bool state)
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{
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_currentDepthMask = state;
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}
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void NavMeshDebugDraw::begin(duDebugDrawPrimitives prim, float size /*= 1.0f*/)
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{
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if (_currentPrimitive) return;
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_currentPrimitive = new Primitive;
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_currentPrimitive->type = getPrimitiveType(prim);
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_currentPrimitive->depthMask = _currentDepthMask;
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_currentPrimitive->start = _vertices.size();
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_currentPrimitive->size = size;
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}
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void NavMeshDebugDraw::end()
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{
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if (!_currentPrimitive) return;
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_currentPrimitive->end = _vertices.size();
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_primitiveList.push_back(_currentPrimitive);
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_currentPrimitive = nullptr;
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}
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Vec4 NavMeshDebugDraw::getColor(unsigned int col)
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{
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const unsigned int r = col & 0xff;
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const unsigned int g = (col >> 8) & 0xff;
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const unsigned int b = (col >> 16) & 0xff;
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const unsigned int a = (col >> 24) & 0xff;
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float factor = 1.0f / 255.0f;
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return Vec4(r, g, b, a) * factor;
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}
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GLenum NavMeshDebugDraw::getPrimitiveType(duDebugDrawPrimitives prim)
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{
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switch (prim)
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{
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case DU_DRAW_POINTS:
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return GL_POINTS;
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case DU_DRAW_LINES:
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return GL_LINES;
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case DU_DRAW_TRIS:
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return GL_TRIANGLES;
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default:
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return GL_POINTS;
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}
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}
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void NavMeshDebugDraw::drawImplement(const cocos2d::Mat4& transform, uint32_t flags)
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{
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_program->use();
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_program->setUniformsForBuiltins(transform);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4F), (GLvoid *)offsetof(V3F_C4F, position));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(V3F_C4F), (GLvoid *)offsetof(V3F_C4F, color));
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if (_dirtyBuffer){
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glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4F)* _vertices.size(), &_vertices[0], GL_STATIC_DRAW);
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_dirtyBuffer = false;
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}
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for (auto &iter : _primitiveList){
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if (iter->type == GL_POINTS)
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continue;
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_stateBlock->setDepthWrite(iter->depthMask);
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if (iter->type == GL_LINES){
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glLineWidth(iter->size);
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}
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_stateBlock->bind();
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glDrawArrays(iter->type, iter->start, iter->end - iter->start);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, iter->end - iter->start);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void NavMeshDebugDraw::draw(Renderer* renderer)
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{
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_customCmd.init(0, Mat4::IDENTITY, Node::FLAGS_RENDER_AS_3D);
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_customCmd.func = CC_CALLBACK_0(NavMeshDebugDraw::drawImplement, this, Mat4::IDENTITY, 0);
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renderer->addCommand(&_customCmd);
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}
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void NavMeshDebugDraw::clear()
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{
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_vertices.clear();
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for (auto iter : _primitiveList){
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delete iter;
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}
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_primitiveList.clear();
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}
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NS_CC_END
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#endif //CC_USE_NAVMESH
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